build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Write a `.cs` script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via `requestId` after Unity
$ npx -y skills add IvanMurzak/Unity-MCP --skill script-update-or-create --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/script-update-or-createContext preview
The summary Claude sees to decide when to auto-load this skill.
Write a `.cs` script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via `requestId` after Unity
name: script-update-or-create description: Write a `.cs` script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via `requestId` after Unity finishes the triggered compilation. Use 'script-read' to inspect existing content first.
Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first.
Creates any missing parent directories, writes the file, then calls `AssetDatabase.Refresh` and schedules a post-compilation notification so the final response is delivered after Unity finishes the recompile.
unity-mcp-cli run-tool script-update-or-create --input '{
"filePath": "string_value",
"content": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool script-update-or-create --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool script-update-or-create --input-file - <<'EOF' > {"param": "value"} > EOF > ```
If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead. Read the /unity-initial-setup skill for detailed installation instructions.
| Name | Type | Required | Description | |------|------|----------|-------------| | `filePath` | `string` | Yes | The path to the file. Sample: "Assets/Scripts/MyScript.cs". | | `content` | `string` | Yes | C# code - content of the file. |
{
"type": "object",
"properties": {
"filePath": {
"type": "string"
},
"content": {
"type": "string"
}
},
"required": [
"filePath",
"content"
]
}This tool does not return structured output.
Get up and running in three steps: Install plugin — download the .unitypackage installer or run openupm add com.ivanmurzak.unity.mcp Alternative: npx unity-mcp-cli install-plugin ./MyUnityProject — see CLI documentation Pick an AI agent — Claude Code, Claude
Repo: IvanMurzak/Unity-MCP
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist.…
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so…