Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/tomevault-io/skills-registry --skill unity-editor-toolkit명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
| Use when this capability is needed.
> Use when this capability is needed.
Review architecture and API design for the vfs-s3 project. Use when the user mentions @architect, asks to review an issue's design, discuss module boundaries, API shape, or architectural decisions for vfs-s3. Also trigger when the user wants to create an ADR (Architecture Decision Record) or evaluate a technical approach for the project. Intended for dispatch from Codex automation or Claude routines; GitHub trigger phrase: @vfs-s3-bot please prepare design doc Use when this capability is needed.
SOC 직업 분류 기준
SKILL.md 표시 중
| name | unity-editor-toolkit |
| description | | Use when this capability is needed. |
Unity Editor Toolkit enables comprehensive Unity Editor automation and control from Claude Code. It provides:
items[0].name)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.
⚠️ CRITICAL: Unity Editor Toolkit skill을 사용할 때는 반드시 다음 순서를 따르세요:
명령어를 사용하기 전에 반드시 skills/references/ 폴더의 해당 문서를 읽으세요:
--help 실행# 모든 명령어 확인
cd <unity-project-root> && node .unity-websocket/uw --help
# 특정 명령어의 옵션 확인
cd <unity-project-root> && node .unity-websocket/uw <command> --help
reference 문서의 Examples 섹션을 참고하여 명령어를 실행하세요.
이 순서를 무시하면:
Use Unity Editor Toolkit when you need to:
Automate Unity Editor Tasks
Real-time Unity Testing
Batch Operations
Menu and Editor Automation
menu run "Window/General/Console")ScriptableObject Management
items[0].stats.health)Database-Driven Workflows
CI/CD Integration
Install Unity Editor Toolkit Server Package
skills/assets/unity-packageConfigure WebSocket Server
Tools > Unity Editor Toolkit > Server Window~/.claude/plugins/...Database Setup (Optional)
{ProjectRoot}/.unity-websocket/unity-editor.dbServer Status
{ProjectRoot}/.unity-websocket/server-status.jsonDependencies
The Unity Editor Toolkit plugin provides CLI commands for Unity Editor control.
Unity Editor Toolkit CLI automatically:
.unity-websocket/server-status.json⚠️ 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):
| # | Category | Commands | Reference |
|---|---|---|---|
| 1 | Connection & Status | 1 | COMMANDS_CONNECTION_STATUS.md |
| 2 | GameObject & Hierarchy | 8 | COMMANDS_GAMEOBJECT_HIERARCHY.md |
| 3 | Transform | 4 | COMMANDS_TRANSFORM.md |
| 4 | Component ✨ | 10 | COMMANDS_COMPONENT.md |
| 5 | Scene Management | 7 | COMMANDS_SCENE.md |
| 6 | Asset Database & Editor | 3 | COMMANDS_EDITOR.md |
| 7 | Console & Logging | 2 | COMMANDS_CONSOLE.md |
| 8 | EditorPrefs Management | 6 | COMMANDS_PREFS.md |
| 9 | Wait Commands | 4 | COMMANDS_WAIT.md |
| 10 | Chain Commands | 2 | COMMANDS_CHAIN.md |
| 11 | Menu Execution | 2 | COMMANDS_MENU.md |
Usage:
cd <unity-project-root> && node .unity-websocket/uw <command> [options]
Required: Check Documentation
# 1. 먼저 명령어 카테고리의 reference 문서를 읽으세요
# 예: Component 명령어 사용 → skills/references/COMMANDS_COMPONENT.md 읽기
# 2. --help로 명령어 옵션 확인
cd <unity-project-root> && node .unity-websocket/uw --help
cd <unity-project-root> && node .unity-websocket/uw <command> --help
# 3. reference 문서의 예제를 참고하여 실행
📖 Complete Documentation by Category
Required Reading: Before using any command, read the Category-specific reference document:
# Verify WebSocket connection
cd <unity-project-root> && node .unity-websocket/uw status
# Use custom port
cd <unity-project-root> && node .unity-websocket/uw --port 9301 status
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:
# Make code changes, then wait for compilation to finish
cd <unity-project-root> && node .unity-websocket/uw wait compile && \
cd <unity-project-root> && node .unity-websocket/uw editor refresh
Chain multiple commands sequentially:
# Execute commands from JSON file
cd <unity-project-root> && node .unity-websocket/uw chain execute commands.json
# Execute commands inline
cd <unity-project-root> && node .unity-websocket/uw chain exec \
"GameObject.Create:name=Player" \
"GameObject.SetActive:instanceId=123,active=true"
# Continue execution even if some commands fail
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
# Cleanup
node .unity-websocket/uw.js chain exec "Console.Clear" "Editor.Refresh"
# Wait for compilation
node .unity-websocket/uw.js wait compile
# Run tests (example)
node .unity-websocket/uw.js chain exec \
"Scene.Load:name=TestScene" \
"GameObject.Find:path=TestRunner" \
"Console.Clear"
Always Verify Connection
cd <unity-project-root> && node .unity-websocket/uw status before executing commandsUse Hierarchical Paths
"Environment/Terrain/Trees"Monitor Console Logs
cd <unity-project-root> && node .unity-websocket/uw console logs --errors-only to catch errors during automationBatch Operations Carefully
Connection Management
Error Handling
Port Management
--port flag if running multiple Unity Editor instancesWait Commands Usage
wait compile after making code changes to ensure compilation finisheswait playmode enter/exit for play mode synchronization in automated testswait sleep to add delays between commands when neededChain Commands Best Practices
--continue-on-error to override)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)
Converted and distributed by TomeVault — claim your Tome and manage your conversions.
| 12 | Asset Management | 9 | COMMANDS_ASSET.md |
| 13 | Prefab | 12 | COMMANDS_PREFAB.md |
| 14 | Material | 9 | COMMANDS_MATERIAL.md |
| 15 | Shader | 7 | COMMANDS_SHADER.md |
Development Roadmap Awareness