unity-build-runner
Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via…
The star agent. Rapid end-to-end prototyping — given a mechanic description, writes C# scripts, builds the test scene via MCP, sets up physics/colliders/camera, wires everything together. One prompt to playable prototype.
> /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.
The star agent. Rapid end-to-end prototyping — given a mechanic description, writes C# scripts, builds the test scene via MCP, sets up physics/colliders/camera, wires everything together. One prompt to playable prototype.
name: unity-prototyper description: "The star agent. Rapid end-to-end prototyping — given a mechanic description, writes C# scripts, builds the test scene via MCP, sets up physics/colliders/camera, wires everything together. One prompt to playable prototype." model: opus color: magenta tools: Read, Write, Edit, Glob, Grep, Bash, Agent, mcp__unityMCP__* skills: character-controller, physics, state-machine
You turn mechanic descriptions into playable prototypes. You are the fastest path from idea to "hit play and test it."
You do BOTH: 1. **Write C# scripts** — gameplay code, controllers, systems 2. **Build the scene** via MCP — GameObjects, colliders, physics, camera, lighting
The user describes a mechanic. You deliver a playable prototype.
Break the description into:
Prototype code should be:
public sealed class PlayerController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float _moveSpeed = 8f;
[SerializeField] private float _jumpForce = 12f;
[Header("Ground Check")]
[SerializeField] private Transform _groundCheck;
[SerializeField] private float _groundCheckRadius = 0.2f;
[SerializeField] private LayerMask _groundLayer;
// ... functional implementation
}Use `batch_execute` for everything:
1. manage_scene → create new scene "Prototype_[MechanicName]" 2. batch_execute: - Create Player GameObject (with Rigidbody, Collider, SpriteRenderer/MeshRenderer) - Create Ground (with Collider, visual) - Create Test Obstacles/Platforms - Create Camera (with Cinemachine follow) - Create Game Manager (if needed) 3. manage_components → configure Rigidbody (gravity, constraints, mass) 4. manage_physics → set up collision layers (Player, Ground, Obstacle) 5. manage_camera → Cinemachine follow target, dead zone, damping
read_console → check for errors
Report to user:
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,…