unity-devtools

A toolset for inspecting and controlling a running Unity development game through its Mono debugger. Unity is a game engine, and Mono is one runtime it can use for C# code.

In plain words
What is it for?
Use it to find Unity processes, inspect types, evaluate C# expressions, and read or modify ECS entities, components, and buffers in a running development build.
Why use it?
It lets developers examine live game state without changing source code or injecting new code into the running build.

Plugin for Claude Code

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Claude Code
/plugin marketplace add CitiesSkylinesModding/agents-plugins
agentmods
npx agentmods add plugins/citiesskylinesmodding/agents-plugins/unity-devtools
Clone the repo
git clone --depth 1 https://github.com/CitiesSkylinesModding/agents-plugins

Made for: Claude Code.

Per session not measured What this adds to a session before it is invoked.
When invoked not measured Not applicable: nothing here is loaded into a session.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Security

Grade A, and why

unity-devtools scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/unity-devtools/.claude-plugin/plugin.json · 23 lines

What it actually says

{
  "name": "unity-devtools",
  "version": "1.0.1",
  "description": "Drive a running Unity Mono development build from your coding agent (Claude Code, Codex CLI): ships the unity-devtools-mcp server (process discovery, live type reflection, C# expression evaluation, and ECS entity/component/buffer read-write over the Mono Soft Debugger protocol, no code injection), plus skills.",
  "author": {
    "name": "Morgan Touverey Quilling"
  },
  "homepage": "https://github.com/CitiesSkylinesModding/agents-plugins",
  "repository": "https://github.com/CitiesSkylinesModding/agents-plugins",
  "license": "MIT",
  "keywords": [
    "unity",
    "mono",
    "soft-debugger",
    "sdb",
    "ecs",
    "unity-entities",
    "game-modding",
    "debugger",
    "mcp"
  ]
}
Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 23 lines scan A e8642280d192

Subscribe to this mod's changes

unity-devtools is a plugin published in the GitHub repository CitiesSkylinesModding/agents-plugins (5 stars, last pushed 2d ago), licensed MIT. Its token cost is not measured: this kind of file is read by the harness, not the model. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.