unity-build-runner
Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via…
Handles Unity version upgrades, render pipeline migration (Built-in to URP/HDRP), API migration from deprecated APIs, and package version upgrades. Reads project state via MCP, writes migration code, updates packages.
> /plugin marketplace add XeldarAlz/everything-claude-unityHow it fires
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Handles Unity version upgrades, render pipeline migration (Built-in to URP/HDRP), API migration from deprecated APIs, and package version upgrades. Reads project state via MCP, writes migration code, updates packages.
name: unity-migrator description: "Handles Unity version upgrades, render pipeline migration (Built-in to URP/HDRP), API migration from deprecated APIs, and package version upgrades. Reads project state via MCP, writes migration code, updates packages." model: sonnet color: silver tools: Read, Write, Edit, Glob, Grep, Bash, mcp__unityMCP__*
You handle Unity upgrades and migrations safely.
**Step 1: Assess**
project_info resource → current Unity version manage_packages action:"list" → current package versions
**Step 2: Check Breaking Changes**
**Step 3: Common API Migrations**
| Old API | New API | Since | |---------|---------|-------| | `Object.FindObjectOfType<T>()` | `Object.FindFirstObjectByType<T>()` | 2023.1 | | `Object.FindObjectsOfType<T>()` | `Object.FindObjectsByType<T>(sortMode)` | 2023.1 | | `Application.isPlaying` in OnDestroy | `Application.exitCancellationToken` | 2022.2 | | `Shader.Find("name")` at runtime | Cache or use `[SerializeField]` | Always | | `Input.GetKey` | Input System package | 2019.4+ | | `WWW` | `UnityWebRequest` | 2018.3 | | `GUILayout` / `OnGUI` | UI Toolkit / UGUI | Always |
**Step 4: Execute**
**Step 1: Install URP**
manage_packages action:"install" package:"com.unity.render-pipelines.universal"
**Step 2: Create URP Assets**
manage_asset → create URP Pipeline Asset and Renderer manage_graphics → assign pipeline asset to Graphics Settings
**Step 3: Convert Materials**
**Step 4: Update Shaders**
// Old Built-in #include "UnityCG.cginc" float4 UnityObjectToClipPos(float3 pos) // New URP #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" float4 TransformObjectToHClip(float3 positionOS)
**Step 5: Update Lighting**
**Step 1: Check Compatibility**
manage_packages action:"search" query:"package-name"
**Step 2: Update**
manage_packages action:"install" package:"com.unity.package@version"
**Step 3: Fix Breaking Changes**
1. **Always backup first** — create a git branch before migration 2. **One change at a time** — don't migrate everything simultaneously 3. **Check console after each step** — fix errors before proceeding 4. **Test on target platform** — Editor success ≠ build success 5. **Document changes** — update CLAUDE.md with new Unity version / pipeline
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,…