unity-mcp-validatorlisted
Install: claude install-skill maiduongtrinh075-ui/unity-mcp-validator
# Unity MCP Validator
## Overview
Use this skill to turn a Unity change or bug report into a concrete validation route instead of vague "run some tests" behavior.
This version is reality-based:
- probe the current bridge before promising runtime validation
- discover the actual installed tool families before naming tools
- prefer honest evidence over idealized evidence
- treat PlayMode as a reconnect boundary, not a synchronous command
If the task involves runtime behavior, scene wiring, prefab correctness, input issues, animation timing, UI regressions, or acceptance checks, use this skill.
For new Unity projects, initialize the project-level vibe-coding scaffold before running acceptance:
```powershell
powershell -ExecutionPolicy Bypass -File .\scripts\new_unity_vibe_project.ps1 `
-ProjectPath D:\Workspace\UnitySimpleDemo `
-Project UnitySimpleDemo `
-Force
```
For a short command reference, read [QUICKSTART_CN.md](QUICKSTART_CN.md).
After initializing a project, verify the scaffold:
```powershell
powershell -ExecutionPolicy Bypass -File .\scripts\check_unity_vibe_project.ps1 `
-ProjectPath D:\Workspace\UnitySimpleDemo `
-Strict
```
## Core Contract
Follow these rules on every run:
1. Classify the change before choosing tools.
2. Start with the cheapest validation layer that can prove the claim.
3. Escalate to PlayMode only when runtime proof is needed.
4. Probe the live bridge first; do not assume Unity-MCP is ready.
5. Probe the available tool set f