AGENT SKILL

unity-script

C# script CRUD and analysis — create, read, replace, append, search, rename, move, delete Unity scripts and surface compile feedback / Domain Reload state. Triggers: script, C# code, csharp, MonoBehaviour, ScriptableObject, Editor, EditorWindow, namespace, class, create script, read script, write code, edit script, replace text, find in scripts, regex search, rename script, move script, append code, delete script, batch create, compile feedback, compile errors, Domain Reload, code generation, code template, script_create, script_create_batch, script_replace, script_append, script_read, script_rename, script_move, script_delete, script_get_compile_feedback, 脚本, C# 代码, 创建脚本, 批量创建, 读取脚本, 修改脚本, 替换脚本, 查找替换, 搜索脚本, 重命名脚本, 移动脚本, 追加代码, 删除脚本, 编写代码, 生成脚本, 代码模板, 编译反馈, 编译错误, 域重载, 重编译.

License 许可
MIT
最近更新
2026-07-25
Stars
★ 8
Forks
0

01 前言 Front Matter

name
unity-script
metadata
{ "tier": 2, "source": "https://github.com/Besty0728/Unity-Skills", "version": "1.9.2" }
use-when
Load when the task requires: C# script CRUD and analysis — create, read, replace, append, search, rename, move, delete Unity scripts and surface compile feedback / Domain Reload state. Unity Editor must be running with the unity-skills REST server reachable at http://localhost:8090.
platforms
[ "unity-editor", "claude-code" ]
description
C# script CRUD and analysis — create, read, replace, append, search, rename, move, delete Unity scripts and surface compile feedback / Domain Reload state. Triggers: script, C# code, csharp, MonoBehaviour, ScriptableObject, Editor, EditorWindow, namespace, class, create script, read script, write code, edit script, replace text, find in scripts, regex search, rename script, move script, append code, delete script, batch create, compile feedback, compile errors, Domain Reload, code generation, code template, script_create, script_create_batch, script_replace, script_append, script_read, script_rename, script_move, script_delete, script_get_compile_feedback, 脚本, C# 代码, 创建脚本, 批量创建, 读取脚本, 修改脚本, 替换脚本, 查找替换, 搜索脚本, 重命名脚本, 移动脚本, 追加代码, 删除脚本, 编写代码, 生成脚本, 代码模板, 编译反馈, 编译错误, 域重载, 重编译.
do-not-use-when
Do not load when Unity Editor is not running locally. Do not load when unity-skills REST server is unreachable at http://localhost:8090.
task-categories
[ "scripting", "editor-automation" ]

03 SKILL.md 正文

Unity Script Skills

BATCH-FIRST: Use script_create_batch when creating 2+ scripts. DESIGN-FIRST: Before creating gameplay scripts, actively consider coupling, performance, and maintainability. In an existing project, load ../project-scout/SKILL.md first. If the user is asking for architecture or refactoring advice, load ../architecture/SKILL.md and then ../patterns/SKILL.md, ../async/SKILL.md, ../inspector/SKILL.md, ../performance/SKILL.md, ../script-roles/SKILL.md, ../scene-contracts/SKILL.md, ../testability/SKILL.md, or ../scriptdesign/SKILL.md as needed.

Operating Mode

  • Approval(默认): 只读类 skill(script_read / script_list / script_find_in_file / script_get_info / script_get_compile_feedback,标 SkillMode.SemiAuto)直接执行;写型 skill(script_create / script_create_batch / script_replace / script_append / script_rename / script_move / script_delete,默认 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
  • Auto / Bypass: 直接执行。
  • 本模块含 Delete / Reload 类高危 skill:script_create / script_create_batch / script_replace / script_append / script_delete 会触发 Domain Reload(且多标 RiskLevel=high),script_delete 同时是 Delete 操作 —— 这些 skill 在 Approval / Auto 下被 IsForbiddenInSemi 自动拦截,仅 Bypass 或 Allowlist 命中可执行。

DO NOT (common hallucinations):

  • script_edit / script_update do not exist → use script_replace for find-and-replace
  • script_write does not exist → use script_create (new file) or script_replace (modify existing)
  • scriptName parameter must NOT include .cs extension
  • Templates only accept: MonoBehaviour, ScriptableObject, Editor, EditorWindow

Routing:

  • To modify existing script content → script_replace (find/replace) or script_append (add lines)
  • To read script → script_read
  • To check compile errors → script_get_compile_feedback
  • To analyze script API → use perception module's script_analyze

Skills Overview

Single Object Batch Version Use Batch When
script_create script_create_batch Creating 2+ scripts

No batch needed:

  • script_read - Read script content
  • script_delete - Delete script
  • script_find_in_file - Search in scripts
  • script_append - Append content to script
  • script_get_compile_feedback - Check compile errors for one script after Unity finishes compiling
  • create_script() in scripts/unity_skills.py now waits for Unity to come back once and refreshes compile feedback automatically after script creation.

Skills

script_create

Create a C# script from template.

Parameter Type Required Default Description
scriptName string Yes - Script class name
folder string No "Assets/Scripts" Save folder
template string No "MonoBehaviour" Template type
namespaceName string No null Optional namespace

Templates: MonoBehaviour, ScriptableObject, Editor, EditorWindow

Returns: {success, status, path, jobId, className, namespaceName, designReminder, serverAvailability?}

Poll the returned jobId (or call script_get_compile_feedback) to obtain compile diagnostics — they are not embedded in the synchronous response. serverAvailability carries the transient-unavailable hint when Unity is about to reload the script domain.

script_create_batch

Create multiple scripts in one call.

Returns: {success, totalItems, successCount, failCount, results: [{success, path, className}], compilation?}

Before batch creation, decide whether each script should be:

  • a thin MonoBehaviour bridge
  • a ScriptableObject configuration asset
  • or a plain C# domain/service class generated from a custom template
unity_skills.call_skill("script_create_batch", items=[
    {"scriptName": "PlayerController", "folder": "Assets/Scripts/Player", "template": "MonoBehaviour"},
    {"scriptName": "EnemyAI", "folder": "Assets/Scripts/Enemy", "template": "MonoBehaviour"},
    {"scriptName": "GameSettings", "folder": "Assets/Scripts/Data", "template": "ScriptableObject"}
])

script_read

Read script content.

Parameter Type Required Description
scriptPath string Yes Script asset path

Returns: {path, lines, content}

script_delete

Delete a script.

Parameter Type Required Description
scriptPath string Yes Script to delete

Returns: {success, status, deleted, jobId, serverAvailability?}

script_find_in_file

Search for patterns in scripts.

Parameter Type Required Default Description
pattern string Yes - Search pattern
folder string No "Assets" Search folder
isRegex bool No false Use regex
limit int No 50 Max results

Returns: {pattern, matchCount, matches: [{file, line, content}]}

script_append

Append content to a script.

Parameter Type Required Default Description
scriptPath string Yes - Script path
content string Yes - Content to append
atLine int No end Line number to insert at

script_get_compile_feedback

Get compile diagnostics related to one script.

Parameter Type Required Default Description
scriptPath string Yes - Script path
limit int No 20 Max diagnostics

Example: Efficient Script Setup

import unity_skills

# BAD: 3 API calls + 3 Domain Reloads
unity_skills.call_skill("script_create", scriptName="PlayerController", folder="Assets/Scripts/Player")
# Wait for Domain Reload...
unity_skills.call_skill("script_create", scriptName="EnemyAI", folder="Assets/Scripts/Enemy")
# Wait for Domain Reload...
unity_skills.call_skill("script_create", scriptName="GameManager", folder="Assets/Scripts/Core")
# Wait for Domain Reload...

# GOOD: 1 API call + 1 Domain Reload
unity_skills.call_skill("script_create_batch", items=[
    {"scriptName": "PlayerController", "folder": "Assets/Scripts/Player"},
    {"scriptName": "EnemyAI", "folder": "Assets/Scripts/Enemy"},
    {"scriptName": "GameManager", "folder": "Assets/Scripts/Core"}
])
# Wait for Domain Reload once...

Important: Domain Reload And Compile Feedback

After creating or editing scripts, Unity triggers a Domain Reload (recompilation). Use the returned compilation field first. If isCompiling=true, wait for Unity to finish and then call script_get_compile_feedback.

import time

result = unity_skills.call_skill("script_create", scriptName="MyScript")
time.sleep(5)  # Wait for Unity to recompile if result["compilation"]["isCompiling"] is true
feedback = unity_skills.call_skill("script_get_compile_feedback", scriptPath=result["path"])
unity_skills.call_skill("component_add", name="Player", componentType="MyScript")

Best Practices

  1. Use meaningful script names matching class name
  2. Organize scripts in logical folders
  3. Before creating gameplay code, decide the class role first: MonoBehaviour, ScriptableObject, or plain C# helper/service
  4. Actively reduce coupling: prefer explicit dependencies, small responsibilities, and event-driven notifications over hidden globals
  5. Actively consider performance: avoid unnecessary Update, repeated Find, reflection in hot paths, and avoidable allocations
  6. Actively consider maintainability: clear naming, explicit ownership, Inspector-friendly fields, and simple module boundaries
  7. Avoid giant boilerplate/template dumps. Start from the smallest structure that solves the current need
  8. Do not default to UniTask or a global event bus unless the project context justifies them
  9. Avoid cryptic abbreviations in class, field, and method names unless they are already a project convention
  10. Use templates for correct base class
  11. Wait for compilation after creating scripts
  12. After script edits, call script_get_compile_feedback and fix reported errors
  13. Use regex search for complex patterns
  14. Use batch creation to minimize Domain Reloads

Additional Skills

script_replace

Find and replace content in a script file.

Parameter Type Required Default Description
scriptPath string Yes - Script asset path
find string Yes - Text or pattern to find
replace string Yes - Replacement text
isRegex bool No false Use regex matching
checkCompile bool No true Check compilation after replace
diagnosticLimit int No 20 Max compile diagnostics

Returns: { success, status, path, jobId, replacements, serverAvailability? }

script_list

List C# script files in the project.

Parameter Type Required Default Description
folder string No "Assets" Folder to search in
filter string No null Filter string for path matching
limit int No 100 Max results

Returns: { count, scripts: [{ path, name }] }

script_get_info

Get script info (class name, base class, methods).

Parameter Type Required Default Description
scriptPath string Yes - Script asset path

Returns: { path, className, baseClass, namespaceName, isMonoBehaviour, publicMethods, publicFields }

script_rename

Rename a script file.

Parameter Type Required Default Description
scriptPath string Yes - Script asset path
newName string Yes - New script name (without extension)
checkCompile bool No true Check compilation after rename
diagnosticLimit int No 20 Max compile diagnostics

Returns: { success, status, path, jobId, oldPath, newName, serverAvailability? }

script_move

Move a script to a new folder.

Parameter Type Required Default Description
scriptPath string Yes - Script asset path
newFolder string Yes - Destination folder. Must already exist.
checkCompile bool No true Check compilation after move
diagnosticLimit int No 20 Max compile diagnostics

Returns: { success, status, path, jobId, oldPath, newPath, serverAvailability? }


Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

04 同仓库更多 Skills

dyCuong03
dyCuong03/unity-agent-team

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