unityctl-plugins
Create unityctl plugins. Use when the user wants to create, scaffold, or write a unityctl plugin (script or executable).
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
메뉴
Create unityctl plugins. Use when the user wants to create, scaffold, or write a unityctl plugin (script or executable).
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
Remote control Unity Editor via CLI using unityctl. Activate when user mentions Unity Editor, play mode, asset compilation, Unity console logs, C# script debugging, Unity tests, scene loading, screenshots, or video recording. Use for launching/stopping editor, entering/exiting play mode, compiling scripts, viewing logs, loading scenes, running tests, capturing screenshots, recording video, or executing arbitrary C# in Unity context.
Remote control Unity Editor via CLI using unityctl. Activate when user mentions Unity Editor, play mode, asset compilation, Unity console logs, C# script debugging, Unity tests, scene loading, screenshots, or video recording. Use for launching/stopping editor, entering/exiting play mode, compiling scripts, viewing logs, loading scenes, running tests, capturing screenshots, recording video, or executing arbitrary C# in Unity context.
Rebuild and publish the unityctl demo page hosted at https://dirtybitgames.github.io/unityctl/. Use when asked to update the demo, rebuild the demo page, update gh-pages, or refresh the demo screenshots/video.
Create a new release of unityctl. Analyzes changes since last tag, determines version bump type (major/minor/patch), updates version, builds, commits, tags, and creates a draft GitHub release with changelog.
| name | unityctl-plugins |
| description | Create unityctl plugins. Use when the user wants to create, scaffold, or write a unityctl plugin (script or executable). |
There are two plugin types: script (C# running inside Unity) and executable (any program on disk).
Run C# inside the Unity Editor via the script.execute RPC. Best for commands that need Unity APIs.
unityctl plugin create my-tool # scaffolds .unityctl/plugins/my-tool/
.unityctl/plugins/my-tool/
plugin.json # manifest
hello.cs # handler script
{
"name": "my-tool",
"version": "1.0.0",
"description": "My custom tool",
"commands": [
{
"name": "stats",
"description": "Show scene stats",
"arguments": [
{ "name": "scene", "description": "Scene name", "required": false }
],
"options": [
{ "name": "verbose", "type": "bool", "description": "Show details" },
{ "name": "format", "type": "string", "description": "Output format" }
],
"handler": { "type": "script", "file": "stats.cs" }
}
],
"skill": { "file": "SKILL.md" }
}
Must define public class Script with a static Main(string[] args) method — sync object, async Task<T>, or async Task. Arguments and options are passed as the args array.
using UnityEngine;
using UnityEditor;
public class Script
{
public static object Main(string[] args)
{
var count = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None).Length;
return $"Scene has {count} GameObjects";
}
}
The return value is sent back as the command output. Task<T> returns are awaited and unwrapped before serialisation. The script runs on Unity's main thread and has access to all Unity and UnityEditor APIs. Add using System.Threading.Tasks; when writing an async handler.
Add a "skill": { "file": "SKILL.md" } entry to plugin.json and create the markdown file. It will be included in the composed SKILL.md when running unityctl skill rebuild. Without it, documentation is auto-generated from the manifest.
| Level | Directory | Precedence |
|---|---|---|
| Project | .unityctl/plugins/ | Higher |
| User | ~/.unityctl/plugins/ | Lower |
Use --global / -g with plugin create to scaffold at user level.
Plugin names must be lowercase alphanumeric with hyphens (e.g. my-tool, scene-stats). Must start and end with a letter or digit.
Any executable named unityctl-<name> becomes available as unityctl <name>. Best for workflows outside Unity: build pipelines, CI scripts, multi-step orchestration.
Place an executable (shell script, Python, Go binary, .bat/.cmd/.ps1 on Windows) named unityctl-<name> in .unityctl/plugins/ or on PATH. All arguments after the command name are passed through.
Executables in plugin directories are registered at startup (appear in --help). Executables on PATH are resolved lazily when invoked — like git resolving git foo → git-foo.
unityctl smoke 30 # finds and runs unityctl-smoke with arg "30"
unityctl deploy --staging # finds and runs unityctl-deploy with arg "--staging"
The CLI sets these before launching the executable:
| Variable | Description |
|---|---|
UNITYCTL_PROJECT_PATH | Resolved Unity project root |
UNITYCTL_BRIDGE_PORT | Bridge HTTP port |
UNITYCTL_BRIDGE_URL | Full bridge URL (e.g. http://localhost:62908) |
UNITYCTL_AGENT_ID | Agent ID if --agent-id was passed |
UNITYCTL_JSON | "1" if --json was passed |
#!/usr/bin/env bash
# Save as: unityctl-smoke (chmod +x)
unityctl logs clear
unityctl play enter
sleep "${1:-10}"
unityctl screenshot capture --json > /tmp/smoke.json
ERRORS=$(unityctl logs -n 1000 --json | jq '[.entries[] | select(.level == "Error")] | length')
unityctl play exit
[ "$ERRORS" -eq 0 ] && echo "PASS" || { echo "FAIL: $ERRORS error(s)"; exit 1; }
Place unityctl-<name>.skill.md next to the executable to provide custom documentation for SKILL.md composition. Without it, a minimal section is auto-generated.
.exe, .cmd, .bat, .ps1 extensionsunityctl-foo.sh becomes unityctl foo)built-in command > script plugin > executable plugin. A plugin cannot shadow a built-in command.
Run unityctl skill rebuild to update the composed SKILL.md with plugin documentation.
unityctl plugin list # list all plugins (script + executable)
unityctl plugin create <name> # scaffold a script plugin
unityctl plugin create <name> -g # scaffold at user level (~/.unityctl/plugins/)
unityctl plugin remove <name> # remove a script plugin