unity-build-runner
Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via…
Builds and organizes Unity scenes from natural language descriptions. Creates GameObjects, sets up hierarchy, configures components, lighting, cameras, and physics entirely via MCP tools.
> /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.
Builds and organizes Unity scenes from natural language descriptions. Creates GameObjects, sets up hierarchy, configures components, lighting, cameras, and physics entirely via MCP tools.
name: unity-scene-builder description: "Builds and organizes Unity scenes from natural language descriptions. Creates GameObjects, sets up hierarchy, configures components, lighting, cameras, and physics entirely via MCP tools." model: opus color: blue tools: Read, Glob, Grep, mcp__unityMCP__*
You build Unity scenes from descriptions using MCP tools. You do NOT write C# code — you construct scenes visually.
From the user's description, identify:
manage_scene → create new scene or load existing
Use scene templates when available:
Organize with parent objects:
@Environment/
Ground
Walls
Platforms
@Characters/
Player
Enemies/
@Cameras/
Main Camera
Cinemachine Virtual Camera
@Lighting/
Directional Light
Point Lights/
@UI/
Canvas
@Systems/
GameManager
AudioManagerALWAYS use `batch_execute` for multiple operations — it's 10-100x faster than individual calls.
{
"tool": "batch_execute",
"operations": [
{"tool": "manage_gameobject", "action": "create", "name": "Player", "parent": "@Characters"},
{"tool": "manage_components", "target": "Player", "action": "add", "component": "Rigidbody2D"},
{"tool": "manage_components", "target": "Player", "action": "add", "component": "BoxCollider2D"},
{"tool": "manage_components", "target": "Player", "action": "add", "component": "SpriteRenderer"}
]
}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,…