| name | unity-plugin |
| version | 1.6.2 |
| description | Control Unity Editor via OpenClaw Unity Plugin. Use for Unity game development tasks including scene management, GameObject/Component manipulation, debugging, input simulation, and Play mode control — including arbitrary C# execution (script.execute) and reflection-based editor calls, which can modify scenes, assets, and settings. Use only in trusted local projects; destructive operations (delete, save, package install, code execution) should be confirmed with the user. Triggers on explicit Unity Editor requests like inspecting scenes, creating objects, taking screenshots, testing gameplay, or controlling the Editor. |
| homepage | https://github.com/TomLeeLive/openclaw-unity-skill |
| author | Tom Jaejoon Lee |
| disableModelInvocation | true |
Unity Plugin Skill
Control Unity Editor through ~100 built-in tools. Works in both Editor and Play mode.
Connection Modes
1. OpenClaw Gateway (Remote)
For Telegram, Discord, and other OpenClaw channels:
- Auto-connects when Unity opens
- Configure in: Window → OpenClaw Plugin → Settings
2. MCP Bridge (Local)
For Claude Code, Cursor, and local AI tools:
- Start: Window → OpenClaw Plugin → MCP Bridge → Start
- Default port: 27182
- Add to Claude Code:
claude mcp add unity -- node <path>/MCP~/index.js
First-Time Setup
If unity_execute tool is not available, install the gateway extension:
./scripts/install-extension.sh
openclaw gateway restart
The extension files are in extension/ directory.
What install-extension.sh Does
🔐 Security
이 스킬은 disableModelInvocation: true로 설정되어 있습니다.
- AI가 자동으로 도구를 호출하지 않음
- 사용자가 명시적으로 요청한 작업만 실행
설정 변경 방법은 README.md를 참조하세요.
Quick Reference
Core Tools
| Category | Key Tools |
|---|
| Scene | scene.getActive, scene.getData, scene.load, scene.open, scene.save |
| GameObject | gameobject.find, gameobject.getAll, gameobject.create, gameobject.destroy |
| Component | component.get, component.set, component.add, component.remove |
| Transform | transform.setPosition, transform.setRotation, transform.setScale |
| Debug | debug.hierarchy, debug.screenshot, console.getLogs |
| Input | input.clickUI, input.type, input.keyPress, input.mouseClick |
| Editor | editor.getState, editor.play, editor.stop, editor.refresh |
| Material | material.create, material.assign, material.modify, material.getInfo |
| Prefab | prefab.create, prefab.instantiate, prefab.open, prefab.save |
| Asset | asset.find, asset.copy, asset.move, asset.delete |
| Package | package.add, package.remove, package.list, package.search |
| Test | test.run, test.list, test.getResults |
Common Workflows
1. Scene Inspection
unity_execute: debug.hierarchy {depth: 2}
unity_execute: scene.getActive
2. Find & Modify Objects
unity_execute: gameobject.find {name: "Player"}
unity_execute: component.get {name: "Player", componentType: "Transform"}
unity_execute: transform.setPosition {name: "Player", x: 0, y: 5, z: 0}
3. UI Testing
unity_execute: input.clickUI {name: "PlayButton"}
unity_execute: input.type {text: "TestUser", elementName: "UsernameInput"}
unity_execute: debug.screenshot
4. Play Mode Control
unity_execute: editor.play # Enter Play mode
unity_execute: editor.stop # Exit Play mode
unity_execute: editor.getState # Check current state
unity_execute: editor.pause # Pause
unity_execute: editor.unpause # Resume
5. Material Creation
unity_execute: material.create {name: "RedMetal", color: "#FF0000", metallic: 0.8}
unity_execute: material.assign {gameObjectName: "Player", materialPath: "Assets/Materials/RedMetal.mat"}
unity_execute: material.modify {path: "Assets/Materials/RedMetal.mat", metallic: 1.0, emission: "#FF4444"}
6. Prefab Workflow
unity_execute: prefab.create {gameObjectName: "Player", path: "Assets/Prefabs/Player.prefab"}
unity_execute: prefab.instantiate {prefabPath: "Assets/Prefabs/Player.prefab", x: 0, y: 1, z: 0}
unity_execute: prefab.open {path: "Assets/Prefabs/Player.prefab"}
unity_execute: prefab.save
unity_execute: prefab.close
7. Asset Management
unity_execute: asset.find {query: "Player", type: "Prefab"}
unity_execute: asset.copy {sourcePath: "Assets/Prefabs/Player.prefab", destPath: "Assets/Backup/Player.prefab"}
unity_execute: asset.move {sourcePath: "Assets/Old/Item.prefab", destPath: "Assets/New/Item.prefab"}
8. Package Management
unity_execute: package.list
unity_execute: package.search {query: "TextMeshPro"}
unity_execute: package.add {packageName: "com.unity.textmeshpro"}
unity_execute: package.add {gitUrl: "https://github.com/example/package.git"}
9. Test Running
unity_execute: test.list {testMode: "EditMode"}
unity_execute: test.run {testMode: "EditMode", filter: "PlayerTests"}
unity_execute: test.getResults
10. Script Execution (Enhanced)
# Debug logging
unity_execute: script.execute {code: "Debug.Log('Hello')"}
# Time manipulation
unity_execute: script.execute {code: "Time.timeScale = 0.5"}
# PlayerPrefs
unity_execute: script.execute {code: "PlayerPrefs.SetInt('score', 100)"}
# Reflection-based method calls
unity_execute: script.execute {code: "MyClass.MyMethod()"}
unity_execute: script.execute {code: "MyClass.MyStaticMethod('param1', 123)"}
Tool Categories (~100 tools)
Console (3 tools)
console.getLogs - Get logs with optional type filter (Log/Warning/Error)
console.getErrors - Get error/exception logs (with optional warnings)
console.clear - Clear captured logs
Scene (7 tools)
scene.list - List scenes in build settings
scene.getActive - Get active scene info
scene.getData - Get full hierarchy data
scene.load - Load scene by name (Play mode)
scene.open - Open scene in Editor mode
scene.save - Save active scene (Editor mode)
scene.saveAll - Save all open scenes (Editor mode)
GameObject (8 tools)
gameobject.find - Find by name, tag, or component
gameobject.getAll - Get all GameObjects with filtering
gameobject.create - Create object or primitive (Cube, Sphere, etc.)
gameobject.destroy - Destroy object
gameobject.delete - Delete object (alias for destroy)
gameobject.getData - Get detailed data
gameobject.setActive - Enable/disable
gameobject.setParent - Change hierarchy
Transform (6 tools)
transform.getPosition - Get world position {x, y, z}
transform.getRotation - Get Euler rotation {x, y, z}
transform.getScale - Get local scale {x, y, z}
transform.setPosition - Set world position {x, y, z}
transform.setRotation - Set Euler rotation
transform.setScale - Set local scale
Component (5 tools)
component.add - Add component by type name
component.remove - Remove component
component.get - Get component data/properties
component.set - Set field/property value
component.list - List available component types
Script (3 tools)
script.execute - Execute code: Debug.Log, Time, PlayerPrefs, reflection calls
script.read - Read script file
script.list - List project scripts
Application (4 tools)
app.getState - Get play mode, FPS, time
app.play - Enter/exit Play mode
app.pause - Toggle pause
app.stop - Stop Play mode
Debug (3 tools)
debug.log - Write to console
debug.screenshot - Capture screenshot
debug.hierarchy - Text hierarchy view
Editor (9 tools)
editor.refresh - Refresh AssetDatabase (triggers recompile)
editor.recompile - Request script recompilation
editor.domainReload - Force domain reload
editor.focusWindow - Focus window (game/scene/console/hierarchy/project/inspector)
editor.listWindows - List open windows
editor.getState - Get editor state
editor.play - Enter Play mode
editor.stop - Exit Play mode
editor.pause / editor.unpause - Pause control
Input Simulation (10 tools)
input.keyPress - Press and release key
input.keyDown / input.keyUp - Hold/release key
input.type - Type text into field
input.mouseMove - Move cursor
input.mouseClick - Click at position
input.mouseDrag - Drag operation
input.mouseScroll - Scroll wheel
input.getMousePosition - Get cursor position
input.clickUI - Click UI element by name
Material (5 tools) - NEW in v1.5.0
material.create - Create material with shader, color, metallic, smoothness
material.assign - Assign material to GameObject
material.modify - Modify material properties (color, metallic, emission)
material.getInfo - Get detailed material info with all shader properties
material.list - List materials in project with filtering
Prefab (5 tools) - NEW in v1.5.0
prefab.create - Create prefab from scene GameObject
prefab.instantiate - Instantiate prefab in scene with position
prefab.open - Open prefab for editing
prefab.close - Close prefab editing mode
prefab.save - Save currently edited prefab
Asset (7 tools) - NEW in v1.5.0
asset.find - Search assets by query, type, folder
asset.copy - Copy asset to new path
asset.move - Move/rename asset
asset.delete - Delete asset (with trash option)
asset.refresh - Refresh AssetDatabase
asset.import - Import/reimport specific asset
asset.getPath - Get asset path by name
Package Manager (4 tools) - NEW in v1.5.0
package.add - Install package by name or git URL
package.remove - Remove installed package
package.list - List installed packages
package.search - Search Unity package registry
Test Runner (3 tools) - NEW in v1.5.0
test.run - Run EditMode/PlayMode tests with filtering
test.list - List available tests
test.getResults - Get last test run results
Batch Execution (1 tool) - NEW in v1.6.0
batch.execute - Execute multiple tools in one call (10-100x performance)
commands: Array of {tool, params} objects
stopOnError: Stop on first error (default: false)
Session (1 tool) - NEW in v1.6.0
session.getInfo - Get session info (project, processId, machineName, sessionId)
ScriptableObject (6 tools) - NEW in v1.6.0
scriptableobject.create - Create new ScriptableObject asset
scriptableobject.load - Load and inspect ScriptableObject fields
scriptableobject.save - Save ScriptableObject changes
scriptableobject.getField - Get specific field value
scriptableobject.setField - Set field value with auto-save
scriptableobject.list - List ScriptableObjects in project
Shader (3 tools) - NEW in v1.6.0
shader.list - List shaders in project
shader.getInfo - Get shader properties and info
shader.getKeywords - Get shader keywords
Texture (5 tools) - NEW in v1.6.0
texture.create - Create new texture with color fill
texture.getInfo - Get texture info (size, format, import settings)
texture.setPixels - Fill region with color
texture.resize - Resize texture via import settings
texture.list - List textures in project
Custom Tools API - v1.6.0
Register project-specific tools:
OpenClawCustomTools.Register(
"mygame.getScore",
"Get current score",
(args) => new { success = true, score = GameManager.Score }
);
MCP Resources - v1.6.0
Access Unity data via MCP resource URIs:
| URI | Description |
|---|
unity://scene/hierarchy | Scene hierarchy |
unity://scene/active | Active scene info |
unity://project/scripts | Script list |
unity://project/scenes | Scene list |
unity://editor/state | Editor state |
unity://console/logs | Console logs |
unity://session/info | Session info |
Tips
Screenshot Modes
- Play mode:
ScreenCapture - includes all UI overlays
- Editor mode:
Camera.main.Render() - no overlay UI
- Use
{method: "camera"} for camera-only capture
Finding Objects
gameobject.find {name: "Player"} # By exact name
gameobject.find {tag: "Enemy"} # By tag
gameobject.find {componentType: "Camera"} # By component
gameobject.getAll {activeOnly: true} # All active objects
Script Recompilation
Unity may not auto-recompile after code changes. Use:
editor.refresh # Full asset refresh + recompile
Play Mode Transitions
- Plugin survives Play mode transitions via SessionState
- If connection lost, wait for auto-reconnect or use Window → OpenClaw Plugin → Settings → Connect
MCP Bridge Usage
For Claude Code / Cursor integration:
- Start: Window → OpenClaw Plugin → MCP Bridge → Start
- Register:
claude mcp add unity -- node /path/to/MCP~/index.js
- Verify:
curl http://127.0.0.1:27182/status
Input Simulation Limitation
Keyboard/mouse simulation works for UI interactions but NOT for Input.GetKey(). For gameplay testing:
- Use
transform.setPosition to move objects directly
- Or migrate to Unity's new Input System
Troubleshooting
| Issue | Solution |
|---|
| Tool timeout | Check Unity is responding, try editor.getState |
| Gateway no connection | Check Window → OpenClaw Plugin → Settings |
| MCP no connection | Start MCP Bridge, verify port 27182 |
| Scripts not updating | Use editor.refresh to force recompile |
| Wrong screenshot | Use Play mode for game view with UI |
| MCP 504 timeout | Unity busy or MCP Bridge not started |
| Test Runner not found | Install com.unity.test-framework package |
Security & Privacy Disclosure
This skill drives a live Unity Editor — treat it like giving a collaborator editor access. Full disclosure of capabilities:
- Arbitrary code execution (by design):
script.execute compiles and runs C# inside the Unity process, and several tools use reflection to reach editor internals. This is the core of editor automation — it also means the skill can do anything the editor can. Only use in trusted, version-controlled projects. Ask the user to review C# snippets before running code they didn't write.
- Destructive operations — confirm with the user before: deleting GameObjects/assets, saving scenes/projects, installing packages, simulating keyboard/mouse input, running
script.execute.
- Package installation: Git-based package installs import external, unvetted code into the project. Verify the source URL with the user first.
- Metadata: the connection handshake includes machine name and process ID (used to route messages to the right editor instance). No other host information is collected or transmitted.
- Network surface: MCP bridge listens on localhost port 27182. Keep it bound to localhost; do not expose the port beyond the local machine or a trusted network.
- Safety defaults:
disableModelInvocation: true is set — the model cannot auto-invoke this skill; it runs only on explicit user request. Keep project backups / source control current before automation sessions.
Links
License
Apache-2.0 — See LICENSE.md