unity-csharp-editing
SolidUse when creating or changing Unity C# files, preflighting code, waiting for compilation, writing focused tests, or renaming serialized fields.
AI & Automation 27 stars
4 forks Updated today MIT
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Skill Content
# Unity C# Editing
Read `.claude/skills/unity-mcp-operations/SKILL.md` once if it is not already
loaded. This skill covers code in the consumer's Unity project; follow that
project's assemblies, test framework, fixture hierarchy, and style.
## Workflow
1. Read the complete target file, direct callers, and nearby tests.
2. Mark the console before editing.
3. Prepare the complete proposed file content.
4. Preflight it:
```text
compile_preflight(
file_path="Assets/Scripts/FeatureController.cs",
new_content="<complete proposed file>"
)
```
5. Write only after preflight succeeds or explicitly reports that Roslyn is
unavailable.
6. Call `sync_unity(timeout=60)` once to trigger refresh and wait for the new
domain.
7. Run focused tests with one correlated
`run_tests_wait(mode="EditMode", filter="...")` call.
8. Check the console delta and inspect any serialized data affected by the
change.
Use `await_compile` only when compilation was already started by another
action. It waits and reports; it does not trigger refresh or compilation.
## Test Changes
- Match the project's installed Unity Test Framework version and existing
fixture conventions.
- Keep tests independent and register or restore every resource they own.
- Use bounded waits and await all asynchronous work before the test ends.
- Prefer a narrow EditMode test for deterministic editor or serialization
behavior; use PlayMode only when runtime frames or engine behavior matter.
- Do not save user sce...
Details
- Author
- german-krasnikov
- Repository
- german-krasnikov/unity-biome-mcp
- Created
- 2 months ago
- Last Updated
- today
- Language
- C#
- License
- MIT
Integrates with
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