Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, economies, cloud code, or remote config.
Implements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, Adapty, Essential Kit, or UniPay.
Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.
Integrates the LevelPlay ad mediation SDK via the Ads Mediation package. Use when the user asks about adding rewarded, interstitial, or banner ads, mediation or ad privacy setup, Android or iOS ad dependency build failures, or migrating from Unity Ads or IronSource APIs.
Sets up and configures Unity Localization, including locales, String and Asset Tables, and CJK fonts. Use when the user asks to add languages, translate UI text, or mentions i18n or multilingual support.
Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype.
Optimizes audio memory, CPU cost, and playback quality through import settings and mixer configuration. Use when asked to reduce audio memory or Audio Mixer CPU cost, change clip Load Types, sample rates or codecs, or force 3D audio to mono.
Optimizes TextMeshPro rendering, memory, and font setup, including font asset stacks, fallback atlases, SDF quality, and worldspace text. Use when the user asks about TMP fonts, CJK or multilingual text, or text performance.
Optimizes Unity WebGL and WebGPU builds for smaller downloads and faster load. Use when a web build is too large or stutters, or the user asks about compression, stripping, shader variants, or web profiling.
Diagnoses 3D PhysX collision and trigger problems. Use when OnCollisionEnter or OnTriggerEnter doesn't fire, objects pass through each other, raycasts miss, or a MeshCollider misbehaves. Also answers 2D and DOTS physics best-effort if no dedicated skill is available.
Guides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features.
Adds and configures in-game voice and text chat with Unity Vivox. Use when the user asks about voice chat, microphone permissions, mute controls, proximity voice, team and lobby channels, or direct messages.
Generates custom Shader Graph nodes from HLSL code. Use when the user wants a new Shader Graph node or to make existing HLSL work as a reflected function node.
Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing.
Generates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code.
Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files.
Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding.
Routes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code.
Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity command.
Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor. Use for headless or CI package installs, verifying package IDs and versions, or choosing which packages a game needs. The Unity CLI doesn't manage packages.
Sets up, configures, and debugs URP post-processing with the Volume framework. Use for bloom, tonemapping, color adjustments, depth of field, vignette, or other Volume overrides.
Reviews a Unity 6 URP ScriptableRendererFeature that uses the Render Graph API, checking resource wiring, material binding, execution structure, and best practices. Use to validate a renderer feature.
Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or pixel art 2D game looks blurry, jittery, or misaligned. Not for HD 2D or high-resolution art.
Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in.
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: