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unity-script
Use when creating, reading, editing, searching, validating, or deleting C# scripts in a Unity project.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when creating, reading, editing, searching, validating, or deleting C# scripts in a Unity project.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Use when working with a Unity project via MCP — creating or editing scenes, GameObjects, components, prefabs, materials, UI, lighting, navmesh, animations, terrain, C# scripts, or any other Unity Editor task.
Use when users want to run Unity tests or read test results.
Use when users want to enter play mode, select objects, undo/redo, or execute menu commands.
Use when about to write or install a custom Editor script, add a [MenuItem], build a custom Editor window, or create a one-off Editor helper — to check whether a ready-to-paste template already exists in tooling/<domain>/ before reaching for Unity_CreateScript.
Use when users want to create Canvas, Button, Text, Image, or other UI elements.
Use when users want to find unused assets, duplicate files, or clean up the project.
| name | unity-script |
| description | Use when creating, reading, editing, searching, validating, or deleting C# scripts in a Unity project. |
Do not use Unity_RunCommand for script operations. The Unity MCP server exposes dedicated tools for every common script operation. Use them directly — they handle Domain Reload coordination and diagnostics natively.
| Operation | Tool | Typical use |
|---|---|---|
| Create a new C# script | Unity_CreateScript | Writes a new file under Assets/; sets up the MonoBehaviour/ScriptableObject/Editor template. |
| Delete a C# script | Unity_DeleteScript | By URI (unity://path/...) or by Assets/... path. |
| List script files | Unity_ListResources | Commonly filtered to *.cs under Assets/. |
| Search inside a script | Unity_FindInFile | Regex-level matches with line numbers. |
| Structured edits | Unity_ScriptApplyEdits | Method-level replace / insert / remove. Prefer this over raw text edits. |
| Syntax + diagnostics check | Unity_ValidateScript | Call before and after edits; surfaces compile errors before they trigger a Domain Reload. |
| Hash for concurrency | Unity_GetSha | Compare against your expected hash to detect conflicting edits before writing. |
Install-once Editor scripts (screenshot helpers, custom Editor windows, build steps, exporters): check
../tooling/SKILL.mdfor ready-to-paste templates before writing one from scratch.
The .cs filename (without extension) must exactly match the top-level class name. Unity's asset database relies on the 1:1 mapping — mismatches silently break MonoBehaviour attachment and asset references.
scriptName without .cs.After any script create / edit / delete, Unity triggers a Domain Reload (compilation + assembly swap). Tools return a compilation block where applicable — check it before issuing the next operation.
isCompiling: true, wait for it to settle before the next script edit.Unity_ValidateScript on the affected file to surface any errors.Assets/Scripts/<Feature>/.MonoBehaviour, ScriptableObject, or plain C# helper.Update-loop polling, repeated GameObject.Find calls, reflection in hot paths, avoidable allocations.Unity_ValidateScript and fix reported errors before marking a task done.