unity-csharp-editing
SolidUse when creating or changing Unity C# files, preflighting code, waiting for compilation, writing focused tests, or renaming serialized fields.
Install
Quality Score: 82/100
Skill Content
Details
- Author
- german-krasnikov
- Repository
- german-krasnikov/unity-biome-mcp
- Created
- 3 months ago
- Last Updated
- yesterday
- Language
- C#
- License
- MIT
Integrates with
Similar Skills
Semantically similar based on skill content — not just same category
unity
Execute Unity Editor commands (run tests, compile, get logs, refresh assets, play/pause/step) via file-based bridge. Auto-activates for Unity-related tasks. Requires com.mxr.claude-bridge package installed in Unity project.
unity-skill-package-setup
Wire a Unity project up to these skills: install the plugin at project scope, write a CLAUDE.md and AGENTS.md that route each kind of work to the right skill and make every handed-over task offer to run through `unity-manage-work`, check the repo's .gitignore and scene merge setup, install the Unity CLI's Pipeline package so skills can drive a running editor, offer ProBuilder for a 3D game, scan what is already there, generate a STRUCTURE.md describing the real project layout, and scaffold the standard asset folders. Use when: "/unity-skill-package-setup", "set this project up for Claude", "link these skills to my Unity project", "add a CLAUDE.md for this Unity project", "scaffold the asset folders", or opening a Unity project that has no CLAUDE.md.
unity-testing-verification
Use when running Unity tests, authoring or linting playtest DSL, verifying Play Mode behavior, or reporting gameplay and visual claims from evidence.