2d-pixel-perfect
Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or…
Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity
$ npx -y skills add unity-technologies/skills --skill unity-cli --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unity-cliContext preview
The summary Claude sees to decide when to auto-load this skill.
Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity
name: unity-cli description: Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity command. allowed-tools: - Bash
**Always use the latest version of the Unity CLI unless you are told to use a specific version.** Newer releases regularly add commands and output fields these docs describe, so an outdated CLI fails in ways that read like the docs being wrong. Check with `unity self-update --check --format json`.
**Never filter `unity --help` or a group's help with `grep`.** Help is long, and a grep over it drops the match or the context around it. Use the CLI's own search:
unity commands --grep license # built-in commands, plugins and the connected Editor's Pipeline commands unity command --query screenshot # the same search
`unity commands --grep <pattern>` and `unity command --query <term>` are one search. It covers the CLI's built-in commands, the plugin catalog (installed or not) and the Pipeline commands of the live connected Editor, best match first. Plain words each match in any order; regex characters make it a regular expression. Each row says how to run it (`invoke`): `unity projects link cloud`, `unity command create_gameobject`, `unity <id>` for an installed plugin, or `unity plugin install <id>` for one not yet installed. In `--format json` each row also carries `kind` (`command`, `plugin`, `pipeline`), `path`, `description` and `matchedOn` (`name`, `description` or `option`), so act on `invoke` rather than parsing the table.
Fields and flags: [integration-advanced.md](references/integration-advanced.md#querying-the-command-list).
**If a Unity Editor is open on this machine, this CLI can control it live** — create and modify GameObjects, edit scenes and assets, inspect the hierarchy, and run arbitrary C# — through the project's **Pipeline** package (`com.unity.pipeline`). This runs entirely on your local machine, in your own user account, against your own open Editor: it is not remote access and grants no privilege you don't already have at your own terminal. When an Editor is available, drive it instead of hand-editing scene or asset files.
unity status # confirm a connected Editor (look for state "ready")
unity command # list the commands the Editor exposes
unity command editor.playmode start # run one — e.g. enter Play mode
# Run arbitrary C# — e.g. add a GameObject named "Joe" — when the Editor exposes script eval:
unity command script eval 'new UnityEngine.GameObject("Joe");'> **Verifying a running game, not just editing a scene?** Entering Play mode is setup, not proof: > an unfocused Editor or a locked desktop can freeze at frame 1 while `unity status` still reports it > as playing, and a screenshot can render a frozen frame that looks alive, or a flat color. The > ordered recipe for playing, confirming the game is actually advancing, capturing the view, reading > the console, and tuning it live with `script eval` is in > [playmode-verification-loop.md](references/playmode-verification-loop.md).
Every Editor-driving command takes `--project-path <path>`. **Pass it whenever more than one Editor may be running** — without it the CLI targets the Editor whose project contains the current directory, so the target follows the shell's cwd:
unity command editor.playmode start --project-path /path/to/MyProject
To pin one Editor when several share a project (worktrees, duplicate projects, Multiplayer Play Mode players), `unity command`, `list`, `job` and `mcp` also take `--port <number>`, `--pid <number>` or `--instance <name>` (the MPPM instance name or `vpId`); a pin that matches no running Editor exits 12 with `EDITOR_NOT_RUNNING`. A `unity status` instance's `project` field is what `--project-path` takes. For `unity command`/`list`/`job`/`mcp`, matching no running project fails with `AMBIGUOUS_EDITOR` and lists the candidates. [Details](references/integration-advanced.md#targeting-one-of-several-running-editors).
**Working in several worktrees or agent sessions? One Editor per worktree.** Make each worktree with `unity vcs git worktree add <branch> --into <path>`, so you choose where it lands. `--into` is optional: `--format json` reports the real worktree and project paths, and only the human output masks the account name in a home-directory path. The Unity project is `<path>` when it sits at the repository root, and `<path>/<its folder>` when it doesn't. Open that project's own Editor with `unity open <project>`. Then pin every call that reaches the Editor to that project: pass `--project-path <full project path>`, or prefix the call with the variable, as in `UNITY_PROJECT_PATH=<full project path> unity command editor status`. Most agent tools run each command in a fresh shell, so an `export` or a bare assignment in one call never reaches the next one. `unity open`, `status`, `command`, `list`, `job` and `mcp` read the variable when you pass no path. `recompile`, `close` and `mcp configure` don't read it: pass the path to those. W
A collection of reusable AI agent skills for Unity workflows. Compatible with Claude Code, GitHub Copilot, Cursor, Cline, and 50+ other agents.
Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or…
Imports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets,…
Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about…
Builds node-based Editor tools with Unity Graph Toolkit (GTK) on Unity 6.6+: graphs, nodes, ports and validation, State Machine…
Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player…
Creates and fixes Unity 2D physics in both systems, 2D Physics Core and the legacy Rigidbody 2D system. Use when the user asks…