Skill Claude Code
List all known profiler module names with their local 'enabled' bookkeeping flag.
AI Skills, MCP Tools, and CLI for Unity Engine. Full AI develop and test loop. Use cli for quick setup. Efficient token usage, advanced tools. Any C# method may be turned into a tool by a single line. Works with Claude Code, Gemini, Copilot, Cursor and any other absolutely for free.
Unity-MCP connects AI coding agents to the Unity game engine through MCP, letting them work with the Unity Editor and running games. It is used by game developers to generate code, automate development and testing, debug projects, and add AI-driven behavior to games. The catalogue entries provide skills, instructions, an MCP integration, and settings for operating this workflow.
This repository also configures its own agents. See what Unity-MCP tells them →
Skill Claude Code
List all known profiler module names with their local 'enabled' bookkeeping flag.
Skill Claude Code
Read back a previously-saved JSON snapshot from profiler-save-data and return its raw text.
Skill Claude Code
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
Skill Claude Code
Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.
Skill Claude Code
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.
Skill Claude Code
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
Skill Claude Code
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
Skill Claude Code
Create a new Unity scene asset and save it at the given .unity path. Use 'scene-list-opened' to inspect the resulting opened-scene set afterwards.
Skill Claude Code
Retrieve the list of root GameObjects in the specified opened scene (or the active scene when openedSceneName is empty). Supports token-saving path-scoped reads over the root-GameObjects array via paths or viewQuery. Use 'scene-list-opened' to enumerate scenes.
Skill Claude Code
List every scene currently opened in the Unity Editor as a shallow snapshot (name, path, build flags). Use 'scene-get-data' for the deep view of a specific scene.
Skill Claude Code
Open a Unity scene asset in Single or Additive mode. Returns the post-open list of all opened scenes. Use 'assets-find' to locate the scene asset first.
Skill Claude Code
Save an opened scene back to its asset file (or to a new path when path is provided). When openedSceneName is empty, saves the currently active scene. Use 'scene-list-opened' to find the scene name first.
Skill Claude Code
Mark an opened scene as the Editor's active scene (the one new GameObjects are added to and that's used as the default for many operations). Use 'scene-list-opened' to enumerate opened scenes first.
Skill Claude Code
Unload an opened scene from the Unity Editor (asynchronously via SceneManager.UnloadSceneAsync). Use 'scene-list-opened' to find the scene name first.
Skill Claude Code
Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.
Skill Claude Code
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
Skill Claude Code
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…
Skill Claude Code
Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary RenderTexture. Requires an open Scene View.
Skill Claude Code
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
Skill Claude Code
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
Skill Claude Code
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.
Skill Claude Code
Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…
Skill Claude Code
Execute Unity tests (EditMode or PlayMode) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.
Skill Claude Code
Enable or disable MCP tools by name in batch. Persists the change via UnityMcpPluginEditor.Instance.Save() only when at least one tool actually flipped. Returns per-input success flags plus optional operation logs.
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: