unity-pipeline

Instructions for controlling a running Unity Editor, the application used to build Unity games and interactive experiences, from a terminal.

In plain words
What is it for?
It is for entering play mode, running tests and builds, and changing scenes, objects, assets, materials, packages, and settings.
Why use it?
It helps automate editor work while warning about exact command syntax and checking that the Editor received the intended arguments.

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

Made for: Claude Code, Codex.

Per session 97 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,776 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 $0.00097 $0.02776
Opus 5 $0.00048 $0.01388
Sonnet 5 $0.00019 $0.00555
Haiku 4.5 $0.00010 $0.00278

Measured 2d ago against content hash 538bbd05c248, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-pipeline 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-pipeline/SKILL.md · 124 lines

How it starts

The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Driving the Unity Editor via UnityCLI

The Unity Pipeline package (com.unity.pipeline) runs a local HTTP server inside the Editor; unity command executes commands against it live — no relaunch, no batch mode. The exposed surface is full authoring (scenes, GameObjects, prefabs, materials, animation, script creation, packages, tests, builds) — the same command set MCP-based Unity integrations wrap, reachable without an MCP bridge. Prerequisite basics (PATH, --json, auth): see skill unity-cli-core.

Argument syntax — the #1 source of silent failures

The only working form is --flag value with snake_case names:

unity command set_transform --gameobject Player --position "[1,2,3]"

Every other form — key=value, positional, -- key=value, kebab-case (--save-path) — is dropped silently: the command reports success and runs with defaults. Verified failure mode: a click command "succeeds" while clicking at (0,0); a path=... argument becomes a literally-named folder. Missing required parameters do fail loudly (400) — only unknown/malformed forms vanish.

Two mandatory habits:

  1. Verify the echo. Every response carries data.parameters — the arguments the server actually received. After any mutating or surprising call, check your arguments are in there. An empty parameters: {} when you passed arguments means they were dropped.
  2. Verify the schema on doubt. Argument names are not uniform across commands (delete_asset --asset, but open_scene --path). references/editor-commands.md lists the core commands with arguments; on a mismatch, the live truth is unity --json command (full JSON schemas, per-project).

Prerequisites — check, don't install

Live control needs BOTH: UnityCLI on the machine AND the Unity Pipeline package (com.unity.pipeline) inside the target project. The CLI alone can install/open editors but cannot talk to a running Editor.

  1. unity status — is an Editor running? GUI editors only: an editor launched with -batchmode serves commands but never appears here — probe it with unity command --project-path <path> instead.
  2. unity pipeline list — does the project show Pipeline: Installed?

Read the full file on GitHub · 124 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 · 124 lines · 97 tokens per session scan A 538bbd05c248

Subscribe to this mod's changes

unity-pipeline is a skill published in the GitHub repository ArkTarusov/unity-cli-plugin (6 stars, last pushed 14d ago), licensed MIT. It adds 97 tokens to every session and 2,776 once invoked, about $0.0005 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.

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