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Control and observe the Unity Editor state

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unity-skills
1.9k83 skills4 commands

Claude Code

$ npx -y skills add Besty0728/Unity-Skills --skill editor --agent claude-code

SKILL.md

editor.SKILL.md
name: unity-editor
description: Control and observe the Unity Editor state

Unity Editor Skills

Observe and control the Unity Editor without parsing scene YAML: play mode, selection, undo and redo, change tracking, state and menu items. Parameters come from the schema (`GET /skills/schema?category=Editor&wire=v2`), never from a skill's name. Execution and dryRun rules: root [SKILL.md](../../SKILL.md).

When to use

  • Reading persistent scene or file changes
  • Driving play mode
  • Inspecting runtime state
  • Executing menu items

Rules

  • Play-mode skills are NeverInSemi: `editor_play`, `editor_play_capture`, `editor_stop`, `editor_pause` and `editor_run_scenario` (`MayEnterPlayMode`). `editor_execute_menu` is also NeverInSemi because reload-triggering items (`Assets/Refresh`, `Assets/Reimport All`) reload the domain. Under Approval and Auto they return `MODE_FORBIDDEN`, and the grant flow does not apply.
  • Resume or file watching: when changes are reported, or the AI resumes after the user edited Unity, call `editor_get_changes` before reading `.unity` YAML. `dropped=true` means `since` is older than the 500-entry window (`retention`); rebuild context with `scene_context` or `scene_diff`.
  • Check `editor_get_state` before play-mode work. Changes made during Play Mode are lost on exit.
  • `editor_play`, `editor_play_capture`, `editor_playmode_step` and `editor_run_scenario` return jobs; poll `job_status`. Never `job_wait` on a job that depends on `EditorApplication.update` ticks: it blocks the main thread those ticks need.
  • `editor_select` and `editor_playmode_inspect` take one of `name`, `entityId`, `instanceId` or `path`; prefer `entityId`. `editor_get_context` returns entityIds for batch work.
  • `editor_undo` and `editor_redo` make experiments reversible.
  • Pause on error belongs to the console module: `console_set_pause_on_error` ([console](../console/SKILL.md)).
  • Routing: compilation check to `debug_check_compilation` (debug); console errors to `debug_get_errors`; scene save to `scene_save` (scene).

Pitfalls

  • `editor_execute_menu` needs the exact menu path. A miss returns `Menu item not found or failed: <path>`, which the router reports as `TARGET_NOT_FOUND`; verify with `gameobject_find`, `scene_get_hierarchy` or the path spelling.
  • `SKILL_ERROR` with `Already in play mode`, `Not in play mode`, or a frame-step job already active: enter or exit play mode first, or wait for the step job.
  • `editor_run` does not exist: use `editor_play`.
  • `editor_compile` and `editor_recompile` do not exist: use `debug_force_recompile`.
  • `editor_save` does not exist: use `editor_execute_menu` with menuPath `"File/Save"`.

Skills Overview

| Group | Skills | |---|---| | Play mode | `editor_play`, `editor_play_capture`, `editor_stop`, `editor_pause`, `editor_playmode_step`, `editor_playmode_inspect` | | Verification | `editor_run_scenario` (invoke, read, assert and wait steps as one async job; repair loop: [runtime verification](../../references/protocol-runtime-verification.md)) | | Selection and undo | `editor_select`, `editor_get_selection`, `editor_undo`, `editor_redo` | | State and changes | `editor_get_context`, `editor_get_changes`, `editor_get_state`, `editor_get_tags`, `editor_get_layers` | | Menu | `editor_execute_menu` |

Per-skill tables, item fields and return shapes: `reference/<skill_name>.md`, rarely needed because the schema notes the parameters.

Read more
@besty0728
Ships withunity-skills

REST API-based AI-driven Unity Editor Automation Engine Let AI control Unity scenes directly through Skills 🎉 We are now indexed by DeepWiki! Got questions? Check out the AI-generated docs → The current official maintenance baseline is Unity 2022.3+.

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Questions about editor.

Which coding agents can use editor?
editor installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.