unity-editors
Use when installing or uninstalling Unity Editor versions or modules from the terminal, listing installed editors or available Unity releases, activating Unity…
Use when a task involves UnityCLI — Unity's standalone `unity` terminal command — or any automation built on the `unity` binary. Also use when `unity` returns "command not found", when unsure whether the tool exists, when scripting Unity with JSON/TSV output, or when checking
$ npx -y skills add ArkTarusov/unity-cli-plugin --skill unity-cli-core --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unity-cli-coreContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when a task involves UnityCLI — Unity's standalone `unity` terminal command — or any automation built on the `unity` binary. Also use when `unity` returns "command not found", when unsure whether the tool exists, when scripting Unity with JSON/TSV output, or when checking
name: unity-cli-core description: Use when a task involves UnityCLI — Unity's standalone `unity` terminal command — or any automation built on the `unity` binary. Also use when `unity` returns "command not found", when unsure whether the tool exists, when scripting Unity with JSON/TSV output, or when checking Unity Editor connection status, sign-in state, or CLI diagnostics. Not for in-project SDK work with no CLI surface — Unity Services (UGS) backends, in-app purchases, or ads mediation.
UnityCLI is a standalone `unity` binary from Unity Technologies (experimental, first public betas in 2026). It replaces the Unity Hub CLI and adds live control of a running Unity Editor. It is NOT `Unity.exe` (the editor binary with `-batchmode` flags) and NOT Unity Hub.
Two other skills cover the specialized halves:
The tool is real even if you have no prior knowledge of it: it shipped after most model knowledge cutoffs. `command not found` almost always means a stale shell PATH, not a missing tool.
$env:Path += ";$env:LOCALAPPDATA\Unity\bin"
Verify with `unity --version` (e.g. `1.0.0-beta.3`).
Two separate things get installed, and they solve different problems:
| What | Scope | Enables | Install | |---|---|---|---| | UnityCLI binary | per machine | Installing/opening editors, managing projects, licenses — no running-Editor control | script from https://docs.unity.com/en-us/unity-cli/use-unity-cli | | Unity Pipeline package (`com.unity.pipeline`) | per Unity project | Controlling a **running Editor**: `unity command`, play mode, live builds/tests (skill unity-pipeline) | `unity pipeline install` |
The CLI alone is enough for editor/project management. Editor control needs both.
Neither is yours to install on your own initiative. The binary install changes the user's machine and shell profile; `unity pipeline install` edits the project's `Packages/manifest.json` and triggers a recompile — a change that lands in version control. When either is missing, stop, tell the user what is missing and what it unblocks, propose the exact command, and continue only after the user agrees (or has already explicitly asked for the install).
unity --json --non-interactive <command>
| Flag / env var | Effect | |---|---| | `--format json\|tsv\|ndjson`, `--json` (`UNITY_FORMAT`) | Structured output — parse this, never the human tables | | `--non-interactive` (`UNITY_NON_INTERACTIVE`) | Disables prompts; many commands open interactive selectors when args are omitted | | `--no-banner`, `--quiet` (`UNITY_NO_BANNER`, `UNITY_QUIET`) | Suppress banner / info noise | | `--verbose` (`UNITY_VERBOSE`) | Full error details with stack traces | | `UNITY_NO_CONSENT_PROMPT` (env only, no flag) | Suppresses the one-time first-run analytics consent prompt without recording a choice — for wrappers and agent shells that must never absorb a prompt (`unity analytics` manages the persistent choice) | | `UNITY_NO_CRASH_REPORT` (env only, no flag) | Disables anonymous crash/error reporting entirely |
Exit code is `0` on success, non-zero on failure (e.g. `6` for an unknown editor command). Error messages usually include recovery hints — read them.
For many commands in one session, `unity shell --protocol ndjson` runs a single warm process speaking one JSON request per line, one JSON result per line — amortizes the per-command startup cost.
Cloud-backed features (Pipeline package install, cloud, some licenses) need sign-in:
unity auth status # check first unity auth login # opens browser; --client-id/--client-secret for service accounts
| Area | Commands | Details | |---|---|---| | Editor installs, modules, licenses, projects, templates | `install`, `install-modules`, `editors`, `releases`, `uninstall`, `install-path`, `editor`, `modules`, `license`, `open`, `projects`, `templates`, `hub` | skill **unity-editors** | | Live Editor control & headless runs | `status`, `command`, `list`, `pipeline`, `build`, `test`, `run` | skill **unity-pipeline** | | MCP | `unity mcp` (stdio MCP server for the Editor), `unity mcp configure <client>` | `unity mcp configure --list` | | Diagnostics | `doctor`, `status`, `env`, `logs`, `diagnose`, `bug` | `doctor` = environment check | | CLI self-management | `upgrade`, `changelog`, `self-uninstall`, `config`, `cache`, `analytics`, `language`, `completion`, `shell` | `shell` = warm REPL, `--protocol ndjson` for machine use | | Cloud | `auth`, `cloud` (orgs/projects) | |
`unity --help` and `unity <cmd> --help` are always current. The CLI is experimental — verify flags with `--help` before scripting against them.
| Mistake | Reality | |---|---| | "`unity: command not found` → the tool doesn't exist / isn't installed" | Stale PATH. Check `%LOCALAPPDATA%\Unity\bin` (Windows) or a fresh login shell first. | | Reaching for raw `Unity.exe -batchmode -quit` per action | UnityCLI drives an already-running Editor without relaunching it; for headless, `unity build`/`test`/`run` wrap batch mode, and `-batchmode` without `-quit` keeps a resident Pipeline-serving
Skills that teach AI coding agents to use UnityCLI, Unity's standalone unity command. With the Pipeline package in a project, an agent can drive the running Editor — scenes, tests, builds — straight from the shell.
Use when installing or uninstalling Unity Editor versions or modules from the terminal, listing installed editors or available Unity releases, activating Unity…
Use when automating a running Unity Editor from the terminal via UnityCLI — entering play mode, running builds or tests, executing editor commands for scenes,…