| name | unity-editor-toolkit |
| description | | Use when this capability is needed. |
Purpose
Unity Editor Toolkit enables comprehensive Unity Editor automation and control from Claude Code. It provides:
- Extensive Command Coverage: 500+ commands spanning 25 Unity Editor categories
- Real-time Communication: Instant bidirectional WebSocket connection (JSON-RPC 2.0)
- SQLite Database Integration: Real-time GameObject synchronization with GUID-based persistence
- GUID-based Identification: Persistent GameObject tracking across Unity sessions
- Multi-scene Support: Synchronize all loaded scenes simultaneously (1s interval)
- Command Pattern: Undo/Redo support for database operations
- Auto Migration: Automatic schema migration system
- Batch Operations: Efficient bulk inserts, updates, and deletes (500 objects/batch)
- Menu Execution: Run Unity Editor menu items programmatically (Window, Assets, Edit, GameObject menus)
- ScriptableObject Management: Complete CRUD operations with array/list support and all field types
- Array/List Operations: Add, remove, get, clear elements with nested access (
items[0].name)
- All Field Types: Integer, Float, String, Boolean, Vector*, Color, Quaternion, Bounds, AnimationCurve, ObjectReference, and more
- Nested Property Traversal: Access deeply nested fields with dot notation and array indices
- Deep Editor Integration: GameObject/hierarchy, transforms, components, scenes, materials, prefabs, animation, physics, lighting, build pipeline, and more
- Security First: Multi-layer defense against injection attacks (SQL, command, JSON, path traversal) and unauthorized access
- Production Ready: Cross-platform support with robust error handling and logging
Always run scripts with --help first to see usage. DO NOT read the source until you try running the script first and find that a customized solution is abslutely necessary. These scripts can be very large and thus pollute your context window. They exist to be called directly as black-box scripts rather than ingested into your context window.
📚 문서 우선 원칙 (필수)
⚠️ CRITICAL: Unity Editor Toolkit skill을 사용할 때는 반드시 다음 순서를 따르세요:
1️⃣ Reference 문서 확인 (필수)
명령어를 사용하기 전에 반드시 skills/references/ 폴더의 해당 문서를 읽으세요:
- COMMANDS.md - 모든 명령어의 카테고리 및 개요
- Category-specific docs - 사용할 명령어의 카테고리 문서:
2️⃣ --help 실행
cd <unity-project-root> && node .unity-websocket/uw --help
cd <unity-project-root> && node .unity-websocket/uw <command> --help
3️⃣ 예제 실행
reference 문서의 Examples 섹션을 참고하여 명령어를 실행하세요.
4️⃣ 소스 코드 읽기 (최후의 수단)
- reference 문서와 --help만으로는 해결 안 될 때만 소스 코드를 읽으세요
- 소스 코드는 컨텍스트 윈도우를 많이 차지하므로 가능하면 피하세요
이 순서를 무시하면:
- ❌ 명령어 사용법을 잘못 이해할 수 있음
- ❌ 옵션을 놓쳐서 원하지 않는 결과가 나올 수 있음
- ❌ 컨텍스트 윈도우를 낭비할 수 있음
When to Use
Use Unity Editor Toolkit when you need to:
-
Automate Unity Editor Tasks
- Create and manipulate GameObjects, components, and hierarchies
- Configure scenes, materials, and rendering settings
- Control animation, physics, and particle systems
- Manage assets, prefabs, and build pipelines
-
Real-time Unity Testing
- Monitor console logs and errors during development
- Query GameObject states and component properties
- Test scene configurations and gameplay logic
- Debug rendering, physics, or animation issues
-
Batch Operations
- Create multiple GameObjects with specific configurations
- Apply material/shader changes across multiple objects
- Setup scene hierarchies from specifications
- Automate repetitive Editor tasks
-
Menu and Editor Automation
- Execute Unity Editor menu items programmatically (
menu run "Window/General/Console")
- Open editor windows and tools via command line
- Automate asset refresh, reimport, and build operations
- Query available menu items with wildcard filtering
-
ScriptableObject Management
- Create and configure ScriptableObject assets programmatically
- Read and modify all field types (Vector, Color, Quaternion, AnimationCurve, etc.)
- Manipulate arrays/lists with full CRUD operations
- Access nested properties with array index notation (
items[0].stats.health)
- Query ScriptableObject types and inspect asset metadata
-
Database-Driven Workflows
- Persistent GameObject tracking across Unity sessions with GUID-based identification
- Real-time synchronization of all loaded scenes to SQLite database
- Analytics and querying of GameObject hierarchies and properties
- Undo/Redo support for database operations via Command Pattern
- Efficient batch operations (500 objects/batch) for large scene management
-
CI/CD Integration
- Automated builds with platform-specific settings
- Test Runner integration for unit/integration tests
- Asset validation and integrity checks
- Build pipeline automation
Prerequisites
Unity Project Setup
-
Install Unity Editor Toolkit Server Package
- Via Unity Package Manager (Git URL or local path)
- Requires Unity 2020.3 or higher
- Package location:
skills/assets/unity-package
-
Configure WebSocket Server
- Open Unity menu:
Tools > Unity Editor Toolkit > Server Window
- Plugin scripts path auto-detected from
~/.claude/plugins/...
- Click "Install CLI" to build WebSocket server (one-time setup)
- Server starts automatically when Unity Editor opens
-
Database Setup (Optional)
- In the Server window, switch to "Database" tab
- Click "Connect" to initialize SQLite database
- Database file location:
{ProjectRoot}/.unity-websocket/unity-editor.db
- Click "Start Sync" to enable real-time GameObject synchronization (1s interval)
- GUID Components: GameObjects are automatically tagged with persistent GUIDs
- Multi-scene: All loaded scenes are synchronized automatically
- Analytics: View sync stats, database health, and Undo/Redo history
-
Server Status
- Port: Auto-assigned from range 9500-9600
- Status file:
{ProjectRoot}/.unity-websocket/server-status.json
- CLI automatically detects correct port from this file
-
Dependencies
- websocket-sharp (install via package installation scripts)
- Newtonsoft.Json (Unity's built-in version)
- Cysharp.UniTask (for async/await database operations)
- SQLite-net (embedded SQLite database)
Claude Code Plugin
The Unity Editor Toolkit plugin provides CLI commands for Unity Editor control.
Core Workflow
1. Connection
Unity Editor Toolkit CLI automatically:
- Detects Unity project via
.unity-websocket/server-status.json
- Reads port information from status file (9500-9600 range)
- Connects to WebSocket server if Unity Editor is running
2. Execute Commands
⚠️ Before executing ANY command, check the reference documentation for your command category (see "📚 문서 우선 원칙" section above).
Unity Editor Toolkit provides 86+ commands across 15 categories. All commands run from the Unity project root:
cd <unity-project-root> && node .unity-websocket/uw <command> [options]
Available Categories (Implemented):
Usage:
cd <unity-project-root> && node .unity-websocket/uw <command> [options]
Required: Check Documentation
cd <unity-project-root> && node .unity-websocket/uw --help
cd <unity-project-root> && node .unity-websocket/uw <command> --help
📖 Complete Documentation by Category
Required Reading: Before using any command, read the Category-specific reference document:
- 🔴 MUST READ FIRST - COMMANDS.md - Overview and command roadmap
- 🔴 MUST READ - Category-specific docs (links in the table above)
3. Check Connection Status
cd <unity-project-root> && node .unity-websocket/uw status
cd <unity-project-root> && node .unity-websocket/uw --port 9301 status
4. Complex Workflows
Create and configure GameObject:
cd <unity-project-root> && node .unity-websocket/uw go create "Enemy" && \
cd <unity-project-root> && node .unity-websocket/uw tf set-position "Enemy" "10,0,5" && \
cd <unity-project-root> && node .unity-websocket/uw tf set-rotation "Enemy" "0,45,0"
Load scene and activate GameObject:
cd <unity-project-root> && node .unity-websocket/uw scene load "Level1" && \
cd <unity-project-root> && node .unity-websocket/uw go set-active "Boss" true
Batch GameObject creation:
for i in {1..10}; do
cd <unity-project-root> && node .unity-websocket/uw go create "Cube_$i" && \
cd <unity-project-root> && node .unity-websocket/uw tf set-position "Cube_$i" "$i,0,0"
done
Wait for compilation then execute:
cd <unity-project-root> && node .unity-websocket/uw wait compile && \
cd <unity-project-root> && node .unity-websocket/uw editor refresh
Chain multiple commands sequentially:
cd <unity-project-root> && node .unity-websocket/uw chain execute commands.json
cd <unity-project-root> && node .unity-websocket/uw chain exec \
"GameObject.Create:name=Player" \
"GameObject.SetActive:instanceId=123,active=true"
cd <unity-project-root> && node .unity-websocket/uw chain exec \
"Editor.Refresh" \
"GameObject.Find:path=InvalidPath" \
"Console.Clear" \
--continue-on-error
CI/CD Pipeline workflow:
#!/bin/bash
cd /path/to/unity/project
node .unity-websocket/uw.js chain exec "Console.Clear" "Editor.Refresh"
node .unity-websocket/uw.js wait compile
node .unity-websocket/uw.js chain exec \
"Scene.Load:name=TestScene" \
"GameObject.Find:path=TestRunner" \
"Console.Clear"
Best Practices
-
Always Verify Connection
- Run
cd <unity-project-root> && node .unity-websocket/uw status before executing commands
- Ensure Unity Editor is running and server component is active
-
Use Hierarchical Paths
- Prefer full paths for nested GameObjects:
"Environment/Terrain/Trees"
- Avoids ambiguity when multiple GameObjects share the same name
-
Monitor Console Logs
- Use
cd <unity-project-root> && node .unity-websocket/uw console logs --errors-only to catch errors during automation
- Clear console before running automation scripts for clean logs
-
Batch Operations Carefully
- Add delays between commands if creating many GameObjects
- Consider Unity Editor performance limitations
-
Connection Management
- Unity Editor Toolkit uses localhost-only connections (127.0.0.1)
- Port range limited to 9500-9600 to avoid conflicts with other tools
-
Error Handling
- Commands return JSON-RPC error responses for invalid operations
- Check exit codes and error messages in automation scripts
-
Port Management
- Default port 9500 works for most projects
- Use
--port flag if running multiple Unity Editor instances
- Plugin avoids conflicts with Browser Pilot (9222-9322) and Blender Toolkit (9400-9500)
-
Wait Commands Usage
- Use
wait compile after making code changes to ensure compilation finishes
- Use
wait playmode enter/exit for play mode synchronization in automated tests
- Use
wait sleep to add delays between commands when needed
- Note: Wait commands have delayed responses (default 5-minute timeout)
- Domain reload automatically cancels all pending wait requests
-
Chain Commands Best Practices
- Use chain for sequential command execution with automatic error handling
- Default behavior: stop on first error (use
--continue-on-error to override)
- Phase 2 (Current): 86 commands implemented across 15 categories
- Phase 3+: Animation, Physics, Lighting, Camera, Audio, Navigation - 400+ commands planned
- See full roadmap in COMMANDS.md
References
Detailed documentation available in the references/ folder:
Unity C# server package available in assets/unity-package/ - install via Unity Package Manager once released.
Status: 🧪 Experimental - Phase 2 (86 commands implemented)
Unity Version Support: 2020.3 - Unity 6
Protocol: JSON-RPC 2.0 over WebSocket
Port Range: 9500-9600 (auto-assigned)
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