UniCli — Unity Editor CLI Agent Skill

Use for Unity Editor automation through UniCli in projects where `unicli` is available: running `unicli exec`/`unicli eval`, editing files…

Context cost
3.9k tokensestimated from the bundle, loaded when it triggers
Bundle
1 file · 15.6 kBtext throughout, nothing executable
Licence
MITthe author’s own terms
Last change
—v1.7.0
Servers it uses
Noneruns standalone

What it does

Use for Unity Editor automation through UniCli in projects where `unicli` is available: running `unicli exec`/`unicli eval`, editing files under `Assets/` or `Packages/`, compiling Unity code, running EditMode/PlayMode tests, and creating or modifying GameObjects, scenes, prefabs, assets, packages, build settings, or project settings. Follow required safeguards such as `AssetDatabase.Import` after file changes and `Compile` verification after C# edits.

What this skill changes about the agent has not been set out here as a list. Its SKILL.md, shown below, says it in the author’s own words.

gamedevunity

The skill itself

A skill is instructions the model reads, so you can see what you are getting: below is the start of its SKILL.md. The front matter loads with every session, the body loads when the skill triggers, and the whole file comes with the install.

SKILL.md15.6 kB · preview
--- name: unity-development license: MIT compatibility: Requires unicli CLI installed and Unity Editor running with com.yucchiy.unicli-server package metadata: author: yucchiy version: "1.7.0" ---
18# UniCli — Unity Editor CLI
19
20UniCli lets you interact with Unity Editor directly from the terminal.
21The CLI (unicli) communicates with the Unity Editor over named pipes, so the Editor must be open with the com.yucchiy.unicli-server package installed.
22
23## RULES — Always Follow These
24
251. **After creating/modifying ANY file under Assets/ or Packages/**: Run unicli exec AssetDatabase.Import --path "<path>" --json to generate .meta files. **Never create .meta files manually** — always let Unity generate them via this command. Unity requires .meta files for every asset — skipping this causes missing references, broken imports, and compilation errors. This applies to all file types: .cs, .asmdef, .asset, .prefab, directories, etc.
262. **After modifying C# code in the Unity project**: Run unicli exec Compile --json to verify compilation.
273. **Always use --json** when parsing output programmatically.
284. **If connection to Unity Editor fails**: Retry 2–3 times, then ask the user to confirm Unity Editor is running with the project open.
295. **For platform-specific verification**: Use unicli exec BuildPlayer.Compile --target <platform> --json to catch platform-specific errors (missing #if guards, unsupported APIs, etc.).
306. **When running tests**: Always use the default --resultFilter failures (or --resultFilter none for summary-only) to keep output minimal. Only use --resultFilter all when you specifically need to inspect individual passed test details. This prevents large test suites from flooding context. Stack traces are omitted by default (--stackTraceLines 0); use --stackTraceLines 3 when you need to diagnose a failure location.
317. **When checking console logs**: Use Console.GetLog with {"logType":"Warning,Error"} to filter out informational noise and focus on actionable issues. Stack traces are omitted by default; use {"logType":"Error","stackTraceLines":3} when debugging errors.
328. **Discover commands dynamically**: Use unicli commands --json to list all available commands and unicli exec <command> --help to see parameters for any command. Do not rely on memorized command lists — the project may have custom commands.
339. **Dirty scenes and scene-affecting operations**: Scene.Open/Scene.New (single mode), Scene.Close, and TestRunner.RunEditMode/RunPlayMode fail by default when a dirty scene would lose its unsaved changes, instead of letting Unity discard them silently or show a blocking save dialog. Read the error, then decide explicitly: pass dirtyAction: "save" when the dirty scenes are your own intended persistent changes, or dirtyAction: "discard" (scene commands only; not available for test runs) to drop temporary probe changes. If the dirty state may be from the user, do not save or discard it; ask the user how to proceed. Scene.Save rejects untitled scenes unless saveAsPath is given (saving them without a path would open a file panel). Dialogs can still block the editor through Menu.Execute (menu items with confirmations or file panels) and eval (EditorUtility.DisplayDialog, OpenFilePanel, ...) — avoid those APIs, and use unicli exec Editor.Status (without --json) as a compact pre-flight check before BuildPlayer.Build, Menu.Execute, or entering Play Mode, which do not take dirtyAction.
3410. **When commands hang or time out**: Suspect a Unity Editor modal dialog such as a scene save prompt. Do not keep retrying blindly; ask the user to close or resolve the dialog, then retry.
35
36## Project Path
This is a preview of SKILL.md. Download or install the skill to get the whole thing.
In the file
SKILL.md1,867 words
Files1
LicenceMIT
Why you can read it

Nothing in a skill executes. The client loads the text and the model follows it, so a skill can be audited the way a runbook is — by reading it.

What it costs in context

Skills are not billed by the call. They are paid for in context: every token the instructions occupy is a token your code, your diff and your conversation cannot use. Here is what this one takes and when it takes it.

≈170
always loaded
The name and description, so the model knows the skill exists and when to reach for it.
3,730
on trigger
The instruction body, read only when the skill fires.
1.9%
of a 200k window
Ten skills this size would take about 20% of the window before you open a file.
050k100k150k200k context window

3.9k tokens, estimated from the bundle at four bytes to the token, held for the rest of the session once it triggers. Middling. Fine to keep on in a project where you use it weekly, worth unloading in one where you never do.

Servers bill, skills cost

A server charges by the month. A skill charges once per session, in context, and then keeps charging it for as long as the session lives.

Before and after

The same question, put to the same model twice: once as it comes, and once with these instructions loaded.

No worked example has been published for this skill yet.

The procedure it runs

The procedure has not been set out here step by step. It is in the body of its SKILL.md: the start of it is shown above, and the whole file comes with the install.

Prose, not code

These steps are written for a model to follow, not executed by a runtime. It can still be told to skip one, and it will say so when it does.

Servers it uses

None. This skill calls no MCP servers at all.

Everything it needs is in the instructions, so it works in a project with nothing connected — the model reads the file and changes how it works with what it can already reach.

Its SKILL.md does not declare which tools it asks the agent for, so what it touches is whatever the instructions themselves ask for — read them before you install it.

What it asks for
Writes filesnot declared
Network accessnot declared

This SKILL.md carries no allowed-tools line, so neither is declared. A skill grants no permissions of its own — it can only ask for tools your client already has.

What it will not do

Every skill is narrow, and the useful ones say where they stop. These are the jobs this one is the wrong tool for.

What this skill is not for has not been published here. Nothing is implied by that: it is a section the author has not filled in.

What is in the bundle

1 file, 15.6 kB on disk. A bundle is text throughout: the instructions the model reads, plus the templates it fills in.

  • SKILL.md15.6 kB
What is not in it

No dependencies and nothing executable: a skill is text the agent reads, so the bundle is 1 file you can review in full before installing. The MIT licence covers the templates and examples as well as the instructions.

Install

Installing copies the bundle into your project. Nothing runs at install time — the files sit on disk until the model reads them.

# UniCli — Unity Editor CLI · 3.9k tokens when loaded · macOS, Linux mkdir -p .claude/skills && t=$(mktemp -d) && curl -fsSL -o "$t/bundle.tar.gz" https://mcprush.com/api/skills/unicli-unity-editor-cli/bundle.tar.gz && tar -xzf "$t/bundle.tar.gz" -C "$t" && [ -d "$t/unicli-unity-editor-cli" ] && { [ ! -e .claude/skills/unicli-unity-editor-cli ] || { mv .claude/skills/unicli-unity-editor-cli "$t/.previous" && echo "Previous copy moved to $t/.previous"; }; } && mv "$t/unicli-unity-editor-cli" .claude/skills/ && echo "Installed .claude/skills/unicli-unity-editor-cli"
On Windows, or any OS with Node 20+
npx mcprush@latest skill add yucchiy/unicli-unity-editor-cli

Windows PowerShell says 'running scripts is disabled on this system'? Run Set-ExecutionPolicy -Scope CurrentUser RemoteSigned once, or type npx.cmd instead of npx (codex.cmd, gemini.cmd, grok.cmd likewise). PowerShell 7 needs neither. Writes to .claude/skills/unicli-unity-editor-cli/ in the current project. For every project instead, run mkdir -p ~/.claude/skills && t=$(mktemp -d) && curl -fsSL -o "$t/bundle.tar.gz" https://mcprush.com/api/skills/unicli-unity-editor-cli/bundle.tar.gz && tar -xzf "$t/bundle.tar.gz" -C "$t" && [ -d "$t/unicli-unity-editor-cli" ] && { [ ! -e ~/.claude/skills/unicli-unity-editor-cli ] || { mv ~/.claude/skills/unicli-unity-editor-cli "$t/.previous" && echo "Previous copy moved to $t/.previous"; }; } && mv "$t/unicli-unity-editor-cli" ~/.claude/skills/ && echo "Installed ~/.claude/skills/unicli-unity-editor-cli" (macOS, Linux) — or add --global to the npx line. The curl line replaces .claude/skills/unicli-unity-editor-cli/ only after the download succeeds, so files left there by another skill of the same name, or by an older release, do not mix in. A copy already there is moved aside, not deleted, and the line prints where. It appears as unity-development in Gemini CLI, Codex, Copilot and Grok (its own name); Claude Code lists it by the folder name, unicli-unity-editor-cli.

Which clients pick it up on their own

A skill is a folder of text. Most of these read a skills folder and pick it up without being told; the rest take the same folder another way — an upload in the app, a parameter on an API call — and then choose it by its description just the same.

Claude Code.claude/skills/
Claude DesktopCustomize › Skills
ChatGPTSkills › Create › Upload
Cursor.cursor/skills/
VS Code.github/skills/
Codex CLI.agents/skills/
Gemini CLI.gemini/skills/
Grok Build.grok/skills/
Microsoft CopilotSkills › Upload a skill
PerplexityComputer › Skills › Upload a skill
DeepSeek Harness.dsh/skills/
Zed.agents/skills/
Devin Desktop.devin/skills/
Windsurf (legacy).windsurf/skills/
OpenAI Agents SDKInstructions or sandbox Skills
HTTP / APIa request parameter
This release
Version1.7.0
Publishedno release date on file
PriceFree
Referenceyucchiy/unicli-unity-editor-cli

Versions

v1.7.0 is what is on the shelf; no release here carries a date. Instructions change more often than APIs do — a skill can be rewritten entirely without anything it depends on moving.

v1.7.0
  • No earlier releases have been published to the marketplace.
Pinning

The install command always fetches the release that is current the day you run it — v1.7.0 today — and cannot ask for an earlier one. The copy on your disk does not change until you run it again.

Reviews

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Anybody with an account, one review each. It carries the version that was current when you wrote it, and the publisher may reply once.

Who wrote it

YU
yucchiy

Publishes on mcprush.

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