unity-audit
Full project health check — meta file integrity, missing references, assembly definition graph, code quality scan, scene hierarchy audit.
Full development pipeline — clarify requirements, plan implementation, execute with agents, verify with review + tests.
> /plugin marketplace add XeldarAlz/everything-claude-unityHow it fires
How this command gets triggered: by you, by Claude, or both.
/unity-workflowContext preview
What this command does when you run it.
Full development pipeline — clarify requirements, plan implementation, execute with agents, verify with review + tests.
name: unity-workflow description: "Full development pipeline — clarify requirements, plan implementation, execute with agents, verify with review + tests." user-invocable: true args: feature_description
Orchestrate a complete development workflow for: **$ARGUMENTS**
This command runs a 4-phase pipeline: **Clarify → Plan → Execute → Verify**. Each phase requires explicit user confirmation before proceeding to the next.
Interview the user to build a complete requirements picture. Ask about:
1. **Core mechanic / feature purpose** — what does it do? What problem does it solve? 2. **Target platform** — mobile (iOS/Android), desktop, WebGL, VR? 3. **Performance constraints** — target FPS? Memory budget? Draw call limit? 4. **Unity subsystems involved** — physics? UI? animation? audio? networking? 5. **Integration points** — what existing systems does this touch? 6. **Acceptance criteria** — how do we know it's done? What should we test?
Produce a **Requirements Summary** with all answers consolidated. Ask the user to confirm before proceeding.
If the user provided a detailed description in `$ARGUMENTS` and the requirements are clear, you may present the summary directly for confirmation rather than asking each question individually.
Based on confirmed requirements:
1. **Scan the project** — use `unity-scout` (haiku) for fast codebase exploration: read CLAUDE.md, find relevant existing scripts, map assembly structure 2. **Identify subsystems** — which Unity packages and skills are involved? 3. **Assess complexity** using the model-routing skill heuristics:
4. **Choose execution strategy** based on complexity:
5. **Generate implementation plan**:
Present the plan to the user and wait for approval before executing.
Unless `--no-critic` is specified in the original arguments:
1. **Invoke `unity-critic`** (opus, read-only) with the approved plan 2. The critic will challenge the plan for Unity-specific gotchas, missed edge cases, over-engineering, and performance risks 3. Present the critic's challenges to the user 4. Incorporate valid challenges into the plan before executing 5. If no critical challenges are raised, proceed directly to Phase 3
Follow the approved plan:
1. **Route to the appropriate agent(s)** based on the plan 2. **Write C# code** following all rules in `.claude/rules/` 3. **Set up scene elements** via MCP if needed (`batch_execute` for speed) 4. **Check console** via `read_console` after each major step for compilation errors 5. If errors are found, fix them before proceeding
Report progress at natural milestones (e.g., "Scripts written, setting up scene now...").
Run the `unity-verifier` agent to perform a verify-fix loop:
1. **Review** all changed files against the unity-reviewer checklist 2. **Auto-fix** issues that are safe to fix automatically 3. **Re-verify** if fixes were applied (max 3 iterations) 4. **Run tests** via MCP if available
After verification succeeds with no critical issues, perform a targeted code-bloat review on all files created or modified during this workflow. Specifically target:
1. **Unnecessary abstractions** — interfaces with one implementation, factory classes that create one type, wrapper classes that add no behavior 2. **Over-commenting** — comments that restate the code, obvious doc comments, commented-out code blocks 3. **Redundant error handling** — try/catch that just rethrows, null checks on values that can never be null, defensive code with no plausible failure mode 4. **Dead code** — unused private methods, unreachable branches, unused parameters 5. **Over-engineering** — generic solutions for non-generic problems, premature optimization patterns, unnecessary design patterns
Deslop rules:
Present a complete summary to the user:
## Workflow Complete ### What was built - [list of features implemented] ### Files created/modified - [file paths with brief descriptions] ### Verification results - [auto-fixed issues] - [remaining items for human review] ### Test results - [compilation status, test pass/fail counts] ### Manual steps needed - [any inspector assignments, scene references, etc.] ### How to test - [step-by-step testing instructions]
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.