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Command

/unity-prototype

The killer feature. One prompt to playable prototype — writes scripts, builds scene via MCP, sets up physics/camera, wires everything together.

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-prototype

Context preview

What this command does when you run it.

The killer feature. One prompt to playable prototype — writes scripts, builds scene via MCP, sets up physics/camera, wires everything together.

Command definition

unity-prototype.md
name: unity-prototype
description: "The killer feature. One prompt to playable prototype — writes scripts, builds scene via MCP, sets up physics/camera, wires everything together."
user-invocable: true
args: mechanic_description

/unity-prototype — Rapid Prototype

Create a playable prototype of: **$ARGUMENTS**

Workflow

Use the `unity-prototyper` agent to deliver a complete, playable prototype.

Step 1: Decompose

Break the mechanic into:

  • Player systems (movement, abilities, input)
  • World elements (platforms, obstacles, triggers)
  • Game rules (win/lose, scoring)
  • Camera behavior

Step 2: Write Scripts

Create minimal, functional C# scripts:

  • Player controller with exposed `[SerializeField]` parameters
  • Game mechanics (physics, triggers, scoring)
  • Follow the prototype design principle: **functional > clean**

Step 3: Build Scene via MCP

Using `batch_execute` for speed: 1. Create a new scene named `Prototype_[MechanicName]` 2. Create all GameObjects (player, environment, obstacles, camera) 3. Add and configure components (Rigidbody, Collider, Renderer) 4. Set up physics layers and collision matrix 5. Configure Cinemachine camera to follow player

Step 4: Verify

  • Check console via `read_console` for any errors
  • Report the complete prototype setup to the user

Step 5: Report

Tell the user:

  • **Controls** — what keys/buttons to use
  • **Scripts created** — file names and locations
  • **Scene** — name and how to open it
  • **Tweakable values** — which SerializeField parameters to adjust
  • **Next steps** — what to add for a fuller prototype

Step 6: Auto-Verify (Optional)

After the prototype is complete, offer to run the `unity-verifier` agent:

  • Quick review of all prototype scripts for critical issues
  • Auto-fix serialization safety, null checks, and performance pitfalls
  • Skip architecture concerns (prototypes prioritize speed over structure)

Suggest: "Prototype ready! Want me to run a quick verification pass?"

Design Rules

  • 10-minute target — if it takes longer, you're overbuilding
  • Placeholder visuals — colored primitives, no art needed
  • Everything tweakable — SerializeField with Headers
  • Single scene — no multi-scene for prototypes
  • No UI — use Debug.Log and Gizmos for feedback
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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