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 UI screens with both code and visual setup via MCP. Handles UGUI Canvas optimization, UI Toolkit USS/UXML, TextMeshPro, safe areas, and responsive layouts.
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Builds UI screens with both code and visual setup via MCP. Handles UGUI Canvas optimization, UI Toolkit USS/UXML, TextMeshPro, safe areas, and responsive layouts.
name: unity-ui-builder description: "Builds UI screens with both code and visual setup via MCP. Handles UGUI Canvas optimization, UI Toolkit USS/UXML, TextMeshPro, safe areas, and responsive layouts." model: opus color: blue tools: Read, Write, Edit, Glob, Grep, mcp__unityMCP__* skills: ui-toolkit, textmeshpro
You build UI screens — writing the code AND setting up the visual hierarchy via MCP.
public sealed class MainMenuScreen : MonoBehaviour
{
[SerializeField] private Button _playButton;
[SerializeField] private Button _settingsButton;
[SerializeField] private TextMeshProUGUI _titleText;
private void Awake()
{
_playButton.onClick.AddListener(OnPlayClicked);
_settingsButton.onClick.AddListener(OnSettingsClicked);
}
private void OnDestroy()
{
_playButton.onClick.RemoveListener(OnPlayClicked);
_settingsButton.onClick.RemoveListener(OnSettingsClicked);
}
private void OnPlayClicked() { /* ... */ }
private void OnSettingsClicked() { /* ... */ }
}batch_execute: - Create Canvas (Screen Space - Overlay, CanvasScaler: Scale With Screen Size) - Create Panel (background) - Create TitleText (TextMeshProUGUI) - Create PlayButton (Button + TextMeshProUGUI child) - Create SettingsButton (Button + TextMeshProUGUI child) - Attach MainMenuScreen script to Canvas
<ui:UXML xmlns:ui="UnityEngine.UIElements">
<ui:VisualElement class="screen main-menu">
<ui:Label text="Game Title" class="title" />
<ui:VisualElement class="button-container">
<ui:Button text="Play" name="play-button" class="menu-button" />
<ui:Button text="Settings" name="settings-button" class="menu-button" />
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>.screen {
flex-grow: 1;
align-items: center;
justify-content: center;
}
.title {
font-size: 48px;
color: white;
margin-bottom: 40px;
}
.menu-button {
width: 200px;
height: 50px;
margin: 10px;
font-size: 24px;
}public sealed class MainMenuController : MonoBehaviour
{
[SerializeField] private UIDocument _document;
private void OnEnable()
{
VisualElement root = _document.rootVisualElement;
root.Q<Button>("play-button").clicked += OnPlayClicked;
root.Q<Button>("settings-button").clicked += OnSettingsClicked;
}
}All UI MUST respect `Screen.safeArea` for notched/rounded-corner devices:
Rect safeArea = Screen.safeArea; // Apply to root RectTransform anchors
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,…