skills/unity-mcp-automation/SKILL.md
Standardize safe, repeatable use of Unity MCP tools across scripts, scenes, GameObjects, assets, packages, editor state, console checks, commands, captures, and validation. MUST use as a meta-skill for MCP-heavy Unity tasks spanning multiple tool categories. Do not replace specific skills such as unity-code, unity-debug, unity-scene-builder, unity-asset-generation, or unity-package-manager when one clearly owns the task.
npx skillsauth add cuozg/oh-my-skills unity-mcp-automationInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Coordinate Unity MCP tool usage safely when a task spans multiple editor-control categories.
Use as a meta-skill for tasks that combine several MCP areas, such as:
If one specialized Unity skill clearly applies, use that skill instead and load this only for MCP sequencing guidance.
ReadResource, FindInFile, GetSha, CreateScript, ScriptApplyEdits, ApplyTextEdits, and ValidateScript.ManageScene for load/save/create/hierarchy/build settings.ManageGameObject for create/modify/find/component inspection and prefab save operations.ManageAsset for import/create/modify/delete/duplicate/move/rename/search/get info.PackageManager_GetData and PackageManager_ExecuteAction only with explicit package-change approval.ManageEditor for play state, selection, tags, layers, and project root.ReadConsole or GetConsoleLogs after code, package, asset, or scene changes.RunCommand for targeted UnityEditor automation when safer MCP tools cannot do the job.unity-asset-generation.unity-package-manager.unity-code owns runtime C# implementation.unity-debug owns errors and root-cause analysis.unity-scene-builder owns scene creation and layout.unity-asset-generation owns generated assets.unity-package-manager owns package changes.Report tool sequence, state inspected before edits, exact changes, validation evidence, console status, and remaining risks.
tools
Generate Unity raster image assets through Unity MCP: game sprites, item art, backgrounds, UI icons, portraits, concept images, transparent cutouts, image edits, upscales, background removal, and Unity scene or Game View screenshots. Use when a Unity project needs image files imported under Assets or screenshots captured from the editor. Do not use for meshes, audio, animation, materials, gameplay code, UI Toolkit layout, or generic non-Unity image generation.
tools
Create Unity technical solution documents from user requirements, feature ideas, bug goals, specs, or codebase problems. Use when the user asks for a technical approach, architecture, implementation strategy, solution options, feasibility analysis, system design, or "how should we build/fix this" for Unity runtime, Editor, tools, assets, data, UI, WebGL, SDKs, or production pipelines.
tools
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 effective Unity-MCP integration.
development
Convert a spec document into an implementation TODO list in the same spec folder. U se when the user says goal-todo, todo from spec, generate tasks from spec, turn this spec into todos, create implementation checklist, extract tasks, or asks to read a Docs/Specs design doc and produce what must be implemented. Includes UI/UX review and codebase investigation before writing the checklist. Do not use for implementing the tasks, creating new goal files, writing test cases, or verifying completed work.