unity-editors

A command-line toolkit for managing Unity, the game engine and development environment. It covers Unity Editor installations, optional modules, licenses, projects, and installed or available releases.

In plain words
What is it for?
Use it to list or install Unity versions and modules, activate licenses, open projects, create project skeletons, and manage editor installation paths.
Why use it?
It lets you handle common Unity Hub tasks from scripts or a terminal, which is useful for repeatable or non-interactive setup.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/arktarusov/unity-cli-plugin/unity-editors
Any agent
npx skills add ArkTarusov/unity-cli-plugin --skill unity-editors
Clone the repo
git clone --depth 1 https://github.com/ArkTarusov/unity-cli-plugin

Made for: Claude Code, Codex.

Per session 71 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 841 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00071 $0.00841
Opus 5 $0.00036 $0.00420
Sonnet 5 $0.00014 $0.00168
Haiku 4.5 $0.00007 $0.00084

Measured 2d ago against content hash 92d6addf768d, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-editors 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.

skills/unity-editors/SKILL.md · 56 lines

How it starts

The opening of the file, as written. The whole thing — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity editors, modules, projects (Hub replacement)

unity subcommands for everything Unity Hub does. Prerequisite basics (PATH, --json, --non-interactive, auth): see skill unity-cli-core.

Consent rule: install, install-modules, uninstall, and --allow-install change the user's machine (multi-gigabyte downloads, UAC prompts on Windows). Run them when installing is what the user asked for; when an install is merely a means to unblock your own task, propose the exact command and wait for approval.

Quick reference

unity editors -i                       # installed editors
unity editors -r                       # available releases (also: unity releases --lts)
unity editors running                  # running GUI Editor instances + open project (version, PID); does not list -batchmode editors
unity install 6000.3.7f1 -m ios android --accept-eula -y
unity install lts                      # version aliases: lts, latest streams
unity install-modules -e 6000.3.7f1 -m webgl        # add modules later
unity install-modules -e 6000.3.7f1 -l              # list module IDs
unity uninstall 6000.3.7f1
unity install-path                     # get/set where editors install
unity editor add "C:\Path\To\Editor"   # register an editor installed outside the Hub
unity open ./MyProject                 # opens with the project's editor version
unity open . --build-target Android
unity projects list
unity projects size .                  # on-disk footprint by top-level folder (--json = raw bytes)
unity projects require . --json        # assert project's editor version is installed; installs if missing
unity projects new MyGame --json       # CI-friendly project creation (create = interactive)
unity templates list
unity license status
unity license activate

Non-interactive rules (CI, agents)

Omitting arguments starts interactive pickers. Always pass:

  • an explicit version (or alias like lts) — never bare unity install
  • -y / --yes to auto-select the first match
  • --accept-eula for module license agreements
  • --non-interactive globally

Read the full file on GitHub · 56 lines

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 · 56 lines · 71 tokens per session scan A 92d6addf768d

Subscribe to this mod's changes

unity-editors is a skill published in the GitHub repository ArkTarusov/unity-cli-plugin (6 stars, last pushed 14d ago), licensed MIT. It adds 71 tokens to every session and 841 once invoked, about $0.0004 per session on Opus 5. 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.

Related

Other skills, from other repositories

geometry-and-math

Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.

phaserjs/phaser · 64 tokens

text-and-bitmaptext

Use this skill when displaying text in Phaser 4. Covers Text game objects, BitmapText, web fonts, text styling, word wrap, alignment, padding, and dynamic text content. Triggers on: Text, BitmapText, this.add.text, font, word wrap, text style.

phaserjs/phaser · 64 tokens

unity-mcp-orchestrator

Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for…

CoplayDev/unity-mcp · 72 tokens

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

assets-create-folder

Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).

IvanMurzak/Unity-MCP · 55 tokens

assets-prefab-save

Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.

IvanMurzak/Unity-MCP · 37 tokens