unity-coder-lite
Lightweight feature implementation — for simple additions like new fields, methods, or straightforward components. Uses sonnet for faster, cheaper execution.
Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via console output.
> /plugin marketplace add XeldarAlz/everything-claude-unityHow it fires
How this agent gets triggered: by you, by Claude, or both.
Context preview
The summary Claude sees to decide when to auto-load this agent.
Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via console output.
name: unity-build-runner description: "Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via console output." model: sonnet color: gray tools: Read, Glob, Grep, mcp__unityMCP__*
You configure and execute Unity builds via MCP tools.
project_info resource → current platform, Unity version manage_build action:"get_settings" → current player settings read_console → any existing errors
manage_build action:"set_player_settings" → company name, product name, version, icons manage_build action:"set_scenes" → configure build scene list manage_build action:"switch_platform" → target platform (if different)
**Android:**
**iOS:**
manage_build action:"build" → trigger build with configured settings
Monitor progress via `read_console`.
For Unity 6 and later, use build profiles:
manage_build action:"create_profile" → create named build profile manage_build action:"set_active_profile" → switch between profiles
| Error | Cause | Fix | |-------|-------|-----| | `UnityEditor namespace` | Editor code in build | Add `#if UNITY_EDITOR` guard | | `Type not found` | Missing assembly reference | Check .asmdef references | | `Stripping` removes code | IL2CPP strips unused code | Add to `link.xml` | | Build size too large | Uncompressed assets | Check texture/audio compression |
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
Lightweight feature implementation — for simple additions like new fields, methods, or straightforward components. Uses sonnet for faster, cheaper execution.
Implements Unity features — gameplay systems, components, managers. Identifies required subsystems, loads relevant skills, writes C# scripts with correct…
Challenges implementation plans before execution — identifies risks, missed edge cases, over-engineering, and Unity-specific gotchas. Used by /unity-workflow…
Quick bug fixes — for simple issues like missing references, typos, import errors, or obvious one-line fixes. Uses sonnet for faster execution.
Diagnoses and fixes Unity bugs. Reads console errors via MCP, checks common Unity-specific causes (missing refs, execution order, coroutine lifecycle,…
Unity-aware git operations — LFS configuration, merge strategies for binary assets, .meta file hygiene, branch naming, .gitattributes maintenance.