unity-editor-toolkit

A Unity Editor control toolkit that lets external tools communicate with and inspect a Unity project. It includes WebSocket communication, a database for stored data, and GUID-based tracking for game objects and other editor items.

In plain words
What is it for?
Use it to control or inspect Unity game objects, components, scenes, hierarchies, the inspector, and console data from connected tools.
Why use it?
It helps automate and persist work across Unity scenes, hierarchies, the console, and related editor data. GUIDs provide stable identifiers when objects or project structure change.

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 Dev-GOM/claude-code-marketplace
agentmods
npx agentmods add plugins/dev-gom/claude-code-marketplace/unity-editor-toolkit
Clone the repo
git clone --depth 1 https://github.com/Dev-GOM/claude-code-marketplace

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-editor-toolkit 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 2d ago.

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-editor-toolkit/.claude-plugin/plugin.json · 27 lines

What it actually says

{
  "name": "unity-editor-toolkit",
  "version": "0.15.1",
  "description": "Complete Unity Editor control toolkit with real-time WebSocket communication, SQLite database integration, and GUID-based persistence for GameObjects, hierarchy, scenes, console, and more",
  "author": {
    "name": "Dev GOM",
    "url": "https://github.com/Dev-GOM/claude-code-marketplace"
  },
  "homepage": "https://github.com/Dev-GOM/claude-code-marketplace",
  "repository": "https://github.com/Dev-GOM/claude-code-marketplace.git",
  "license": "Apache-2.0",
  "keywords": [
    "unity",
    "websocket",
    "editor",
    "hierarchy",
    "inspector",
    "console",
    "gameobject",
    "component",
    "automation"
  ],
  "skills": [
    "./skills"
  ]
}
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. 2d ago First seen · 27 lines scan A 3cd3e51a2a75

Subscribe to this mod's changes

unity-editor-toolkit is a plugin published in the GitHub repository Dev-GOM/claude-code-marketplace (97 stars, last pushed 7mo ago), licensed Apache-2.0. 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 2026-08-30.