unity-csharp-editing

Solid

Use 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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Quality Score: 82/100

Stars 20%
48
Recency 20%
100
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
80
License 10%
100
Description 5%
100

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

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