unity-audit
Full project health check — meta file integrity, missing references, assembly definition graph, code quality scan, scene hierarchy audit.
Relentless verify-fix loop — refuses to stop until the project is clean. Runs unity-verifier repeatedly with configurable max iterations and stall detection.
> /plugin marketplace add XeldarAlz/everything-claude-unityHow it fires
How this command gets triggered: by you, by Claude, or both.
/unity-ralphContext preview
What this command does when you run it.
Relentless verify-fix loop — refuses to stop until the project is clean. Runs unity-verifier repeatedly with configurable max iterations and stall detection.
name: unity-ralph description: "Relentless verify-fix loop — refuses to stop until the project is clean. Runs unity-verifier repeatedly with configurable max iterations and stall detection." user-invocable: true args: options
Run a relentless verification loop that refuses to stop until the project is clean: **$ARGUMENTS**
Named after oh-my-claudecode's persistent execution mode. Where `/unity-workflow` runs the verifier once (up to 3 internal iterations), ralph runs it repeatedly until there are zero remaining issues — or until hitting the safety limit.
Parse `$ARGUMENTS` for options:
| Option | Default | Description | |--------|---------|-------------| | `--max-iterations N` | 10 | Maximum outer loop iterations (each runs verifier with up to 3 internal passes) | | `--focus <path>` | all | Limit verification to a specific directory or file pattern | | `--no-tests` | false | Skip test execution between iterations |
Everything after the flags is treated as context for the verifier (e.g., "focus on the new combat system").
1. Record the starting state: `git diff --stat` to capture baseline 2. Set `iteration = 0`, `previous_issues = ""` 3. If `--focus` was provided, note the scope restriction
iteration += 1
echo "Ralph iteration {iteration}/{max}: Starting verification pass..."1. **Invoke `unity-verifier` agent** via the Agent tool with:
2. **Collect the verifier's final report** — look for:
3. **Check console** via MCP `read_console` (if available) for compilation errors
4. **Run tests** via MCP `run_tests` (if available and `--no-tests` not set)
5. **Progress report:**
Ralph iteration {iteration}/{max}: {fixed_count} issues fixed, {remaining_count} remainingAfter each iteration, compare current remaining issues with `previous_issues`:
Ralph stalled after {iteration} iterations. The following issues could not be auto-fixed
and require human intervention:
[list of persistent issues]Update `previous_issues` with current remaining issues.
Stop the loop when ANY of these are true:
1. **Clean** — no auto-fixable issues remain and compilation succeeds 2. **Max iterations reached** — report remaining issues 3. **Stall detected** — same issues for 2 consecutive iterations 4. **Compilation broken** — a fix introduced new compile errors that the verifier couldn't resolve in its internal 3-pass loop
Each outer iteration invokes the verifier which runs up to 3 internal passes. With the default max of 10 outer iterations, ralph can perform up to **30 verification-fix passes** total. This is sufficient for cascading issues where fixing one problem reveals the next.
## Ralph Results
**Status:** Clean | Stalled | Max iterations reached | Compilation broken
**Outer iterations:** {count} of {max}
**Total fixes applied:** {total_fix_count}
### Fixes Applied (by iteration)
#### Iteration 1
- `PlayerController.cs:45` — replaced `?.` with `== null` check
- `EnemySpawner.cs:12` — added `[FormerlySerializedAs("_spawnRate")]`
#### Iteration 2
- `PlayerController.cs:67` — cached GetComponent<Rigidbody>() in Awake
### Remaining Issues (requires human review)
- `GameManager.cs` — class handles 6+ responsibilities, consider splitting
- `UIManager.cs:89` — missing tests for score display logic
### Compilation Status
[PASS / FAIL with error details]
### Test Results
[pass/fail counts or "skipped"]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
Full project health check — meta file integrity, missing references, assembly definition graph, code quality scan, scene hierarchy audit.
Configures and triggers Unity builds via MCP — handles platform settings, scenes, player settings, and monitors build progress.
Diagnostic health check — verifies MCP connectivity, .claude/ integrity, Unity project structure, and hook registration.
Plans and implements a Unity feature — identifies subsystems, loads skills, writes code, sets up scene elements via MCP.
Diagnoses and fixes a Unity bug — reads console errors, checks common causes, applies targeted fix, verifies via MCP.
Scans a Unity project and generates a tailored CLAUDE.md with detected configuration, packages, render pipeline, and recommended skills.