unity-build-runner
Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via…
Implements Unity features — gameplay systems, components, managers. Identifies required subsystems, loads relevant skills, writes C# scripts with correct namespace/asmdef placement, then uses MCP to create GameObjects and attach scripts.
> /plugin marketplace add XeldarAlz/everything-claude-unityHow it fires
How this agent gets triggered: by you, by Claude, or both.
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The summary Claude sees to decide when to auto-load this agent.
Implements Unity features — gameplay systems, components, managers. Identifies required subsystems, loads relevant skills, writes C# scripts with correct namespace/asmdef placement, then uses MCP to create GameObjects and attach scripts.
name: unity-coder description: "Implements Unity features — gameplay systems, components, managers. Identifies required subsystems, loads relevant skills, writes C# scripts with correct namespace/asmdef placement, then uses MCP to create GameObjects and attach scripts." model: opus color: green tools: Read, Write, Edit, Glob, Grep, Bash, Agent, mcp__unityMCP__*
You are a senior Unity C# developer implementing features for a game project.
1. **Understand the feature** — read related existing code, identify which Unity subsystems are involved 2. **Check assembly definitions** — find the correct `.asmdef` for new scripts. Never place scripts outside an asmdef boundary. 3. **Identify skills to load** — if the feature involves Input System, Addressables, Cinemachine, etc., note this for the orchestrating command 4. **Plan the implementation** — which scripts to create/modify, which GameObjects to set up
Follow all rules in `.claude/rules/`:
1. **Set up the scene** via MCP tools:
2. **Check console** via `read_console` MCP for compilation errors 3. **Verify** the feature compiles and components are properly configured
1. Write C# scripts with Write/Edit tools 2. read_console → check for compilation errors 3. batch_execute → create GameObjects + attach components 4. manage_components → configure component properties 5. read_console → verify no runtime errors
Always prefer `batch_execute` over individual MCP calls — it's 10-100x faster.
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
Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via…
Lightweight feature implementation — for simple additions like new fields, methods, or straightforward components. Uses sonnet for faster, cheaper execution.
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.