unity-plugin

A set of controls for working with the Unity game editor, including scenes, game objects, components, input, debugging, and Play mode.

In plain words
What is it for?
Use it to load scenes, create or modify game objects and components, simulate UI input, start or stop Play mode, inspect logs, and take screenshots.
Why use it?
It lets a coding agent inspect and change a Unity project and check its behavior without relying only on source files.

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/tomleelive/openclaw-unity-plugin/skill
Any agent
npx skills add TomLeeLive/openclaw-unity-plugin --skill skill
Clone the repo
git clone --depth 1 https://github.com/TomLeeLive/openclaw-unity-plugin

Made for: Claude Code, Codex.

Per session 63 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,310 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 $0.00063 $0.01310
Opus 5 $0.00032 $0.00655
Sonnet 5 $0.00013 $0.00262
Haiku 4.5 $0.00006 $0.00131

Measured 2d ago against content hash c825520689e4, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-plugin 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.

skill/SKILL.md · 159 lines

How it starts

The opening of the file, as written. The whole thing — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Plugin Skill

Control Unity Editor through 44 built-in tools. Works in both Editor and Play mode.

Quick Reference

Core Tools

Category Key Tools
Scene scene.getActive, scene.getData, scene.load
GameObject gameobject.find, gameobject.create, gameobject.destroy
Component component.get, component.set, component.add
Debug debug.hierarchy, debug.screenshot, console.getLogs
Input input.clickUI, input.type, input.keyPress
Editor app.play, app.getState, editor.refresh

Common Workflows

1. Scene Inspection

unity_execute: debug.hierarchy {depth: 2}
unity_execute: scene.getActive

2. Find & Modify Objects

unity_execute: gameobject.find {name: "Player"}
unity_execute: component.get {objectName: "Player", componentType: "Transform"}
unity_execute: transform.setPosition {objectName: "Player", x: 0, y: 5, z: 0}

3. UI Testing

unity_execute: input.clickUI {name: "PlayButton"}
unity_execute: input.type {text: "TestUser", elementName: "UsernameInput"}
unity_execute: debug.screenshot

4. Play Mode Control

unity_execute: app.play {state: true}   # Enter Play mode
unity_execute: app.play {state: false}  # Exit Play mode
unity_execute: app.getState             # Check current state

5. Force Recompile

unity_execute: editor.refresh           # Refresh assets & recompile
unity_execute: editor.recompile         # Request recompilation only

Tool Categories

Console (2 tools)

  • console.getLogs - Get logs with optional type filter (Log/Warning/Error)
  • console.clear - Clear captured logs

Scene (4 tools)

  • scene.list - List scenes in build settings
  • scene.getActive - Get active scene info
  • scene.getData - Get full hierarchy data
  • scene.load - Load scene by name

GameObject (6 tools)

  • gameobject.find - Find by name, tag, or component
  • gameobject.create - Create object or primitive (Cube, Sphere, etc.)
  • gameobject.destroy - Destroy object
  • gameobject.getData - Get detailed data
  • gameobject.setActive - Enable/disable
  • gameobject.setParent - Change hierarchy

Read the full file on GitHub · 159 lines

Files

What ships with it

4 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 · 159 lines · 63 tokens per session scan A c825520689e4

Subscribe to this mod's changes

unity-plugin is a skill published in the GitHub repository TomLeeLive/openclaw-unity-plugin (106 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 63 tokens to every session and 1,310 once invoked, about $0.0003 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 2026-08-30.

Related

Other skills, from other repositories

assets-get-data

Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.

IvanMurzak/Unity-MCP · 50 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

gameobject-set-parent

Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.

IvanMurzak/Unity-MCP · 56 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

console-get-logs

Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.

IvanMurzak/Unity-MCP · 35 tokens