The ultimate Claude Code toolkit for Unity game development. A production-ready, plug-and-play system that gives Claude Code deep Unity expertise — from writing performant C# to building scenes, profiling performance, and triggering iOS/Android builds — all
FAQ
everything-claude-unity is a Claude Code plugin with 42 hand-picked skills for development work, indexed on Flowy. Install it with the command on its page. It includes assembly-definitions, commit-trailers, deep-interview. Its skills do not fire on their own yet. Request auto-invocation to have Flowy route them as you prompt. Free and open source.
> /plugin marketplace add XeldarAlz/everything-claude-unity
English | 中文 | 日本語 | 한국어 | Español | Português | Deutsch | Français | Türkçe
The ultimate Claude Code toolkit for Unity game development.
A production-ready, plug-and-play system that gives Claude Code deep Unity expertise — from writing performant C# to building scenes, profiling performance, and triggering iOS/Android builds — all through natural language.
Built for solo indie mobile game developers. Drop it into any Unity project and it works.
install.sh and Claude Code knows Unity inside out| Component | Count | Purpose |
|---|---|---|
| Agents | 20 | Specialized sub-agents across 3 model tiers (haiku/sonnet/opus) |
| Commands | 22 | Slash commands like /unity-workflow, /unity-ralph, /unity-team, /unity-skillify |
| Skills | 41 | Knowledge modules for Unity systems, gameplay patterns, and mobile genres |
| Hooks | 22 | Safety net, quality gates, notifications, session persistence, auto-learning |
| Rules | 5 | C# coding standards, performance rules, MVS architecture patterns |
| Scripts | 8 | Validation tools for meta files, code quality, serialization, architecture |
| Templates | 10 | C# templates for MVS pattern (Model, View, System, LifetimeScope, Message) |
| Tests | 60+ | Automated test suite for hooks, state, cross-validation, templates, skills |
| Benchmarks | 4 | Quality evaluation scenarios with structural comparison |
/unity-workflow — Full Development PipelineA structured 4-phase pipeline for any feature: Clarify requirements, Plan the implementation, Execute with specialized agents, Verify with automated review + fix loop.
/unity-workflow "add a combo scoring system with multipliers and visual feedback"
/unity-prototype — One Prompt to PlayableDescribe a mechanic, and Claude writes the C# scripts, builds the scene via MCP, sets up physics layers, configures the camera, and verifies it compiles.
/unity-prototype "2D platformer with wall jumping and dash"
/unity-ralph — Relentless Verify-Fix LoopRuns the verify-fix loop persistently — refuses to stop until the project is clean or hits the safety limit. Up to 30 effective verification passes with stall detection.
/unity-ralph --max-iterations 10
/unity-team — Parallel Agent OrchestrationSpawn multiple agents simultaneously — coder + tester + reviewer working in parallel for faster development.
/unity-team --build "add health system with damage and healing"
/unity-team --security "audit the save system"
/unity-team --build --quick "add a basic score counter"
.claude/state/ with structured schemaunity-critic agent challenges your plans before execution (built into /unity-workflow)unity-security-reviewer catches PlayerPrefs secrets, hardcoded keys, insecure saves/unity-skillify auto-generates skills from your accumulated session learningsThe unity-verifier agent automatically reviews your code changes, fixes safe issues (missing [FormerlySerializedAs], uncached GetComponent, ?. on Unity objects), and re-verifies — up to 3 iterations until clean. Built into /unity-workflow and available as an optional step in /unity-feature and /unity-prototype.
Hooks are organized into three profiles. Set UNITY_HOOK_PROFILE to control which hooks run:
| Profile | What's Active | Best For |
|---|---|---|
minimal | Safety hooks only (block scene/meta corruption, editor guards, pre-compact) | CI pipelines, experienced developers |
standard | Safety + quality warnings + session persistence + stop validation (default) | Daily development |
strict | Everything: GateGuard, cost tracking, auto-learning, build analysis | New projects, learning, auditing |
UNITY_HOOK_PROFILE=strict # Enable all hooks including GateGuard
UNITY_HOOK_PROFILE=minimal # Only critical safety hooks
DISABLE_UNITY_HOOKS=1 # Bypass all hooks entirely
UNITY_HOOK_MODE=warn # Downgrade blocks to warnings
DISABLE_HOOK_BLOCK_SCENE_EDIT=1 # Disable a specific hook
# From your Unity project root:
git clone https://github.com/XeldarAlz/everything-claude-unity.git /tmp/ecu
/tmp/ecu/install.sh --project-dir .
rm -rf /tmp/ecu
Or manually:
git clone https://github.com/XeldarAlz/everything-claude-unity.git
cp -r everything-claude-unity/.claude your-unity-project/.claude
chmod +x your-unity-project/.claude/hooks/*.sh
# Upgrade to latest (preserves your customizations, creates backup)
./upgrade.sh --project-dir .
# Preview changes before upgrading
./upgrade.sh --project-dir . --dry-run
# Clean removal (with backup)
./uninstall.sh --project-dir .
The MCP bridge gives Claude direct control over the Unity Editor — scene building, profiling, builds, and more.
Window > Package Manager > + > Add package from git URLhttps://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#mainWindow > MCP for Unity and click Start Server.claude/settings.jsoncd your-unity-project
claude
# Verify installation:
/unity-doctor # Check MCP, hooks, project structure
# Start working:
/unity-audit # Full project health check
/unity-workflow # Full pipeline: clarify → plan → execute → verify
/unity-prototype # Rapid prototype a game mechanic
| Agent | Model | What It Does |
|---|---|---|
unity-coder | opus | Implements features with Unity subsystem awareness, loads relevant skills |
unity-coder-lite | sonnet | Lightweight variant for simple additions (fields, methods, straightforward components) |
unity-fixer | opus | Diagnoses bugs using Unity-specific patterns (missing refs, execution order, coroutine lifecycle) |
unity-fixer-lite | sonnet | Quick fixes for obvious issues (typos, missing imports, simple errors) |
unity-reviewer | sonnet | Code review checking serialization safety, GC in hot paths, lifecycle ordering |
unity-shader-dev | opus | HLSL/ShaderGraph development optimized for mobile GPUs, live testing via MCP |
| Agent | Model | What It Does |
|---|---|---|
unity-verifier | opus | Verify-fix loop: reviews changes, auto-fixes safe issues, re-verifies (max 3 iterations) |
unity-prototyper | opus | End-to-end prototyping: writes code + builds scene + physics + camera |
| Agent | Model | What It Does | Key MCP Tools |
|---|---|---|---|
unity-scene-builder | opus | Builds scenes from descriptions | manage_scene, batch_execute |
unity-test-runner | sonnet | Writes + runs tests, reports results | run_tests, read_console |
unity-build-runner | sonnet | Configures and triggers builds | manage_build, manage_packages |
unity-optimizer | opus | Profiles and fixes performance issues | manage_profiler, manage_graphics |
| Agent | Model | What It Does |
|---|---|---|
unity-ui-builder | opus | Builds UI screens with code + visual setup via MCP |
unity-network-dev | opus | Implements multiplayer with Netcode/Mirror/Photon/Fish-Net |
unity-migrator | sonnet | Unity version and render pipeline migration |
Commands support --quick (routes to sonnet lite agent) and --thorough (routes to opus) flags. See docs/MODEL-ROUTING.md for the full routing table.
/unity-workflow <description> Clarify → Plan → Execute → Verify (the recommended workflow)
/unity-feature <description> Plan + implement a feature (--quick for simple tasks)
/unity-fix <bug or error> Diagnose and fix a bug (--quick for obvious fixes)
/unity-prototype <mechanic> One prompt to playable prototype
/unity-scene <description> Build a scene via MCP
/unity-shader <description> Create shaders with live preview
/unity-ui <screen description> Build UI with visual setup
/unity-network <framework> Set up multiplayer
/unity-review [scope] Code review (--thorough for deep analysis)
/unity-optimize Profile via MCP + fix bottlenecks
/unity-test Write + run tests via MCP
/unity-audit Full project health check
/unity-profile Deep profiling session
/unity-ralph [options] Persistent verify-fix loop (refuses to stop until clean)
/unity-team <--preset|--custom> Parallel agents (coder + tester + reviewer simultaneously)
/unity-interview <topic> Deep Socratic requirements interview before coding
/unity-learn [subcommand] Session analytics: review, extract patterns, draft skills
/unity-init Scan project + generate CLAUDE.md
/unity-build Configure + trigger builds
/unity-migrate Plan version/pipeline migration
/unity-doctor Diagnostic health check (MCP, hooks, project structure)
22 hooks across 5 lifecycle events, organized by profile level.
| Hook | What It Prevents |
|---|---|
block-scene-edit | Direct text editing of .unity/.prefab YAML (corrupts references) |
block-meta-edit | Editing .meta files (breaks asset GUIDs) |
block-projectsettings | Staging ProjectSettings/ via git (use MCP instead) |
guard-editor-runtime | UnityEditor namespace in runtime code without #if UNITY_EDITOR |
guard-project-config | Weakening code quality rules (.editorconfig, analyzer settings, .csproj NoWarn) |
| Hook | What It Does |
|---|---|
gateguard | Blocks Edit/Write on C# files until the agent has Read them first. Prevents hallucinated changes. For MVS files, suggests reading Model/System counterparts. |
| Hook | What It Catches |
|---|---|
warn-serialization | Field renamed without [FormerlySerializedAs] (silent data loss) |
warn-filename | C# file name doesn't match class name (script won't attach) |
warn-platform-defines | #if UNITY_ANDROID without #else fallback |
quality-gate | GetComponent in Update, LINQ in gameplay, ?. on Unity objects, uncached Camera.main, SendMessage |
validate-commit | Missing .meta files, code quality issues on commit |
suggest-verify | Suggests /unity-review after 5+ C# files modified |
build-analyze | Post-build: shader variant counts, size, stripping issues, deprecated APIs |
| Hook | What It Records |
|---|---|
track-edits | Files modified during session (standard) |
track-reads | Files read during session — feeds GateGuard (strict) |
cost-tracker | Every tool call with timestamp for session metrics (strict) |
| Hook | Lifecycle | What It Does |
|---|---|---|
session-restore | SessionStart | Restores prior branch, workflow phase, modified files list |
session-save | Stop | Saves session state for next conversation (branch, edits, duration) |
stop-validate | Stop | Runs full-file validation on all C# files modified during session |
auto-learn | Stop | Captures session patterns (MVS breakdown, tool usage, category) to learnings log |
notify | Stop | Sends webhook notification (Discord/Slack) when session exceeds minimum duration |
| Hook | What It Does |
|---|---|
pre-compact | Saves git state before context compaction |
All hooks support kill switches via environment variables. See Hook Profiles above.
Templates for the Model-View-System pattern with VContainer, MessagePipe, and UniTask:
| Template | Purpose |
|---|---|
Model.cs.template | Pure C# data class with ReactiveProperty<T> — no Unity dependencies |
System.cs.template | Plain C# class with VContainer constructor injection, IDisposable |
View.cs.template | MonoBehaviour observing Model via Subscribe(), method injection |
LifetimeScope.cs.template | VContainer composition root with Model/System/View/MessagePipe registration |
Message.cs.template | readonly struct for MessagePipe — zero heap allocation |
Plus the original templates: MonoBehaviour.cs, ScriptableObject.cs, EditModeTest.cs, PlayModeTest.cs, AssemblyDefinition.asmdef.
[FormerlySerializedAs], [SerializeField], Unity null checksObjectPool<T>, warm-up, return-to-pool lifecyclebatch_execute, read_console)URP pipeline, Input System, Addressables, Cinemachine, Animation, Audio, Physics, NavMesh, UI Toolkit, ShaderGraph
Character controller (2D/3D), inventory system, dialogue system, save system, state machine, procedural generation
Hyper-casual, Match-3, Idle/Clicker, Endless Runner, Puzzle, RPG, 2D Platformer, Top-down
DOTween, UniTask, VContainer, TextMeshPro, Odin Inspector
Mobile optimization (iOS + Android) — touch input, safe areas, ASTC textures, thermal throttling, battery management
The toolkit enforces Unity best practices through 5 always-loaded rule files:
[SerializeField] private with m_ prefix, sealed by default, explicit types[FormerlySerializedAs] on renames, obj == null not obj?.?. dangerRun these to check project health:
./scripts/validate-meta-integrity.sh --all # Missing/orphaned .meta files, duplicate GUIDs
./scripts/validate-code-quality.sh # Performance pitfalls in C# code
./scripts/validate-asmdefs.sh # Circular assembly definition dependencies
./scripts/detect-missing-refs.sh # Broken references in scenes/prefabs
./scripts/analyze-build-size.sh # Build size analysis from Editor.log
./scripts/validate-serialization.sh # Field renames missing FormerlySerializedAs
./scripts/validate-architecture.sh # MVS pattern compliance checks
./scripts/generate-claude-md.sh > CLAUDE.md # Auto-generate project CLAUDE.md
Pre-built configurations for mobile game types:
examples/CLAUDE.md.hyper-casual — One-tap controls, minimal visuals, ad monetizationexamples/CLAUDE.md.match3 — Grid system, cascades, special tiles, lives/energyexamples/CLAUDE.md.idle-clicker — Big numbers, offline progress, prestige systemexamples/CLAUDE.md.mobile-casual — Touch input, small build, ad integrationexamples/CLAUDE.md.2d-platformer — Tilemap, virtual joystick, mobile-optimizedexamples/CLAUDE.md.rpg — Stats, inventory, dialogue, touch controls/unity-workflow "add combo scoring"
│
├─ Phase 1: Clarify ── interview about requirements, constraints, platform
├─ Phase 2: Plan ── scan project, choose agents, present implementation plan
├─ Phase 3: Execute ── route to unity-coder / unity-prototyper / unity-ui-builder
└─ Phase 4: Verify ── unity-verifier runs review → auto-fix → re-verify loop
User prompt
│
▼
Command (orchestrates the workflow)
│
├──▶ Code Agent (writes C# scripts, loads relevant skills)
│ │
│ └──▶ MCP Tools (creates GameObjects, configures components)
│
├──▶ Verifier Agent (reviews changes, auto-fixes, re-verifies)
│
├──▶ Test Agent (writes + runs tests via MCP)
│
└──▶ Optimizer Agent (profiles via MCP, fixes bottlenecks)
Claude attempts to edit PlayerView.cs
│
├──▶ _lib.sh: check profile level, kill switches
├──▶ PreToolUse: guard-editor-runtime.sh — UnityEditor guard
├──▶ PreToolUse: gateguard.sh — was this file Read first? [strict]
│ suggest reading PlayerModel.cs too
│
├──▶ [Edit happens]
│
├──▶ PostToolUse: warn-serialization.sh — field rename check
│ quality-gate.sh — GetComponent in Update? LINQ? ?.?
│ track-edits.sh — record for session metrics
│
└──▶ [Session ends]
├──▶ stop-validate.sh — full-file checks on all modified C#
├──▶ session-save.sh — persist state for next conversation
└──▶ auto-learn.sh — log session patterns
SessionStart
└──▶ session-restore.sh — load prior state (branch, phase, files)
[... work happens, tracked by hooks ...]
Stop
├──▶ stop-validate.sh — batch validation on all modified files
├──▶ session-save.sh — save state to /tmp/unity-claude-hooks/
└──▶ auto-learn.sh — append session metrics to learnings.jsonl
| Guide | Purpose |
|---|---|
| Getting Started | Installation, first run, troubleshooting |
| Architecture | Design philosophy, component overview, hook system, workflow pipeline |
| Agent Guide | All 15 agents, when to use each, customization |
| Model Routing | Agent model assignments, --quick/--thorough flags, cost trade-offs |
| MCP Setup | unity-mcp installation, verification, troubleshooting |
See CONTRIBUTING.md for guidelines.
Key areas where contributions are welcome:
MIT License. See LICENSE for details.
.claude/
.claude-plugin/
marketplace.json
plugin.json
.DS_Store
agents/
unity-build-runner.md
unity-coder-lite.md
unity-coder.md
unity-critic.md
unity-fixer-lite.md
unity-fixer.md
unity-git-master.md
unity-linter.md
unity-migrator.md
unity-network-dev.md
unity-optimizer.md
unity-prototyper.md
unity-reviewer.md
unity-scene-builder.md
unity-scout.md
unity-security-reviewer.md
unity-shader-dev.md
unity-test-runner.md
unity-ui-builder.md
unity-verifier.md
commands/
unity-audit.md
unity-build.md
unity-doctor.md
unity-feature.md
unity-fix.md
unity-init.md
unity-instincts.md
unity-interview.md
unity-learn.md
unity-migrate.md
unity-network.md
unity-optimize.md
unity-profile.md
unity-prototype.md
unity-ralph.md
unity-review.md
unity-scene.md
unity-session-resume.md
unity-session-save.md
unity-sessions.md
unity-shader.md
unity-skill-stocktake.md
unity-skillify.md
unity-team.md
unity-test.md
unity-ui.md
unity-workflow.md
hooks/
_lib.sh
auto-learn.sh
bash-gate.sh
block-meta-edit.sh
block-projectsettings.sh
block-scene-edit.sh
build-analyze.sh
cost-tracker.sh
gateguard.sh
guard-editor-runtime.sh
guard-project-config.sh
instinct-capture.sh
instinct-distill.sh
notify.sh
pre-compact.sh
quality-gate.sh
session-restore.sh
session-save.sh
stop-validate.sh
suggest-verify.sh
track-edits.sh
track-reads.sh
validate-commit.sh
warn-filename.sh
warn-platform-defines.sh
warn-serialization.sh
rules/
architecture.md
csharp-unity.md
performance.md
serialization.md
unity-specifics.md
settings.json
settings.local.json.template
skills/
core/
assembly-definitions/
SKILL.md
commit-trailers/
SKILL.md
deep-interview/
SKILL.md
event-systems/
SKILL.md
hud-statusline/
SKILL.md
learner/
SKILL.md
model-routing/
SKILL.md
object-pooling/
SKILL.md
scriptable-objects/
SKILL.md
serialization-safety/
SKILL.md
unity-instincts/
SKILL.md
unity-mcp-patterns/
SKILL.md
gameplay/
character-controller/
SKILL.md
dialogue-system/
SKILL.md
inventory-system/
SKILL.md
procedural-generation/
SKILL.md
save-system/
SKILL.md
state-machine/
SKILL.md
genre/
endless-runner/
SKILL.md
hyper-casual/
SKILL.md
idle-clicker/
SKILL.md
match3/
SKILL.md
platformer-2d/
SKILL.md
puzzle/
SKILL.md
rpg/
SKILL.md
topdown/
SKILL.md
platform/
mobile/
SKILL.md
systems/
addressables/
SKILL.md
animation/
SKILL.md
audio/
SKILL.md
cinemachine/
SKILL.md
input-system/
SKILL.md
navmesh/
SKILL.md
physics/
SKILL.md
shader-graph/
SKILL.md
ui-toolkit/
SKILL.md
urp-pipeline/
SKILL.md
third-party/
dotween/
SKILL.md
odin-inspector/
SKILL.md
textmeshpro/
SKILL.md
unitask/
SKILL.md
vcontainer/
SKILL.md
state/
.gitkeep
VERSION
.DS_Store
.github/
workflows/
ci.yml
.gitignore
.shellcheckrc
benchmarks/
evaluate.sh
fixtures/
BadPerformanceExample.cs
PlayerModel.cs
README.md
results/
.gitkeep
run-benchmarks.sh
scenarios/
multi-system-feature.json
performance-review.json
serialization-rename.json
simple-component.json
CHANGELOG.md
CLAUDE.md
CONTRIBUTING.md
docs/
AGENT-GUIDE.md
ARCHITECTURE.md
BENCHMARK-GUIDE.md
GETTING-STARTED.md
HOOK-REFERENCE.md
i18n/
README.de.md
README.es.md
README.ja.md
README.ko.md
README.pt-BR.md
README.zh-CN.md
MCP-SETUP.md
MODEL-ROUTING.md
SKILL-CATALOG.md
examples/
CLAUDE.md.2d-platformer
CLAUDE.md.hyper-casual
CLAUDE.md.idle-clicker
CLAUDE.md.match3
CLAUDE.md.mobile-casual
CLAUDE.md.rpg
install.sh
LICENSE
README.md
scripts/
analyze-build-size.sh
detect-missing-refs.sh
generate-claude-md.sh
validate-architecture.sh
validate-asmdefs.sh
validate-code-quality.sh
validate-meta-integrity.sh
validate-serialization.sh
templates/
AssemblyDefinition.asmdef.template
EditModeTest.cs.template
LifetimeScope.cs.template
Message.cs.template
Model.cs.template
MonoBehaviour.cs.template
PlayModeTest.cs.template
ScriptableObject.cs.template
System.cs.template
View.cs.template
tests/
run-tests.sh
test-cross-validation.sh
test-hooks.sh
test-install.sh
test-lib.sh
test-skills.sh
test-state.sh
test-templates.sh
uninstall.sh
upgrade.sh© 2026 Flowy · Free and open source
Built for Claude Code · Not affiliated with Anthropic