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Command

/unity-feature

Plans and implements a Unity feature — identifies subsystems, loads skills, writes code, sets up scene elements via MCP.

From plugin
everything-claude-unity
2427 skills20 agents27 commands
Install
> /plugin marketplace add XeldarAlz/everything-claude-unity

How it fires

How this command gets triggered: by you, by Claude, or both.

  • Fires itselfClaude auto-loads it when your prompt matches the work.
  • You can call itInvoke it directly when you want it.
  • Slash command/unity-feature

Context preview

What this command does when you run it.

Plans and implements a Unity feature — identifies subsystems, loads skills, writes code, sets up scene elements via MCP.

Command definition

unity-feature.md
name: unity-feature
description: "Plans and implements a Unity feature — identifies subsystems, loads skills, writes code, sets up scene elements via MCP."
user-invocable: true
args: feature_description

/unity-feature — Implement a Feature

Plan and implement the feature described by the user: **$ARGUMENTS**

Agent Routing

  • Default: use `unity-coder` agent (opus — full architectural reasoning)
  • If `$ARGUMENTS` contains `--quick`: use `unity-coder-lite` agent (sonnet — faster, for simple additions)
  • Strip the `--quick` flag from arguments before passing to the agent

Phase 1: Plan

1. **Analyze the feature** — identify which Unity subsystems are involved:

  • Input System? Physics? Animation? UI? Audio? Networking?
  • Which existing scripts/systems does this integrate with?

2. **Identify required scripts** — what new scripts to create, what existing ones to modify.

3. **Identify scene changes** — what GameObjects, components, or scene setup is needed.

4. **Present the plan** to the user before implementing. Include:

  • Scripts to create/modify
  • Scene changes via MCP
  • Dependencies on existing systems
  • Estimated complexity (simple / moderate / complex)

Phase 2: Implement

1. **Write C# code** using the `unity-coder` agent:

  • Follow all rules in `.claude/rules/`
  • Place scripts in correct assembly definition
  • Use `[SerializeField]` for inspector configuration
  • Add `[Header]` attributes for organization

2. **Set up scene elements** via MCP:

  • Create GameObjects with `batch_execute`
  • Configure components
  • Set up physics layers if needed

3. **Check console** via `read_console` for compilation errors.

Phase 3: Verify

1. Verify no console errors via `read_console` 2. Summarize what was created/modified 3. Explain how to test the feature 4. Note any manual steps needed (e.g., assigning references in Inspector)

Phase 4: Auto-Verify (Optional)

After implementation, offer to run the `unity-verifier` agent for a verify-fix loop:

  • Reviews all changed files for serialization safety, performance, and Unity-specific pitfalls
  • Auto-fixes safe issues (missing FormerlySerializedAs, CompareTag, cached GetComponent, etc.)
  • Re-verifies up to 3 iterations until clean
  • Reports remaining items that require human judgment

Suggest: "Would you like me to run a verification pass on the changes?"

Read more
Ships witheverything-claude-unity

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

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Other commands on everything-claude-unity.