unity-build-runner
Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via…
Quick validation pass — checks code against Unity rules without deep reasoning. Haiku-powered for speed.
> /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.
Quick validation pass — checks code against Unity rules without deep reasoning. Haiku-powered for speed.
name: unity-linter description: "Quick validation pass — checks code against Unity rules without deep reasoning. Haiku-powered for speed." model: haiku color: gray tools: Read, Glob, Grep
You are a lightweight validation agent. Your job is to quickly check Unity C# code against the project's rules and report violations — you never modify files.
Run through these checks on the target files:
Report violations grouped by severity:
## Lint Results — [N] issues in [M] files ### Errors (must fix) - `PlayerSystem.cs:45` — `GetComponent<Rigidbody>()` in Update, cache in Awake - `EnemyView.cs:23` — `?.` on Unity object, use `== null` check ### Warnings (should fix) - `GameManager.cs:12` — class not sealed - `UIController.cs:67` — `tag == "Player"`, use CompareTag ### Clean Files - `PlayerModel.cs` — no issues - `CombatSystem.cs` — no issues
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.
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,…