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Unity Script

CommunityPopular
Besty0728
unity-script

Create, read and analyze C# scripts

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-script
Stars
1.9K
Forks
176
Bundled files
12
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 12 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Script AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/script
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Script in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Script on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Script is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Triggers

  • Authoring or editing C# code
  • Searching across scripts
  • Refactoring file layout
  • Checking compile errors
  • 编写或编辑 C# 代码、跨脚本搜索、重构文件布局、检查编译错误

Unity Script Skills

Create, edit, move and inspect C# scripts and get their compile result. Parameters come from the schema (recommend includeSchema=true or /skills/schema?names=), which notes the non-obvious ones — never from a skill's name. Execution and dryRun rules: root SKILL.md.

Operating Mode

Read-only SemiAuto skills run directly in every mode: script_read, script_list, script_find_in_file, script_get_info, script_get_compile_feedback. All 7 writers — script_create, script_create_batch, script_replace, script_append, script_rename, script_move, script_delete — are MayTriggerReload + RiskLevel:"high" (a written .cs reloads the domain; script_delete is also Delete), so they are NeverInSemi: Approval and Auto return MODE_FORBIDDEN, and only Bypass or an Allowlist hit runs them. Never request a grant for them → operating mode.

Compile and reload

  • Every write returns at once: {success, status: "accepted", path, jobId, waitUrl, serverAvailability}; compilation follows, and the server is briefly unreachable during the domain reload.
  • One call gets the compile result: GET the returned waitUrl (/jobs/<jobId>?wait=90), e.g. curl -s --retry 20 --retry-connrefused --retry-all-errors --retry-delay 2 "http://localhost:<port>/jobs/<jobId>?wait=90". It answers once compilation settles: job status completed, or failed on compile errors, with diagnostics in resultData.compilation (isCompiling, hasErrors, errorCount, errors: [{type, message, file, line}]). During the reload it may refuse or return 503: repeat the same URL; waitTimedOut: true means GET it again.
  • script_get_compile_feedback(scriptPath) returns the same diagnostics on demand. Fix errors first: component_add finds a new MonoBehaviour only after a clean compile.
  • checkCompile: false skips the diagnostics; diagnosticLimit caps them (default 20).

Shared rules

  • scriptName is the file and class name, without .cs or path separators. Paths (folder, scriptPath, newFolder) are project-relative, starting with Assets/ or Packages/; a missing folder is created. An existing file is never overwritten (Script already exists).
  • script_create writes content verbatim when given (then template / namespaceName are ignored, with a warning); otherwise it fills a template — MonoBehaviour (default), ScriptableObject, Editor, EditorWindow (the last two default to Assets/Editor) — wrapped in namespaceName if set. Any other bare name is rejected (validValues lists these four); text containing code stays a literal template with {CLASS}/{NAMESPACE} filled, but use content for custom classes. A MonoBehaviour or ScriptableObject binds to its file only when the class name equals the file name; content declaring no such type gets a warning.
  • 2+ new scripts → script_create_batch: one domain reload instead of N.

Skills Overview

  • Write: script_create, script_create_batch, script_replace (find/replace, plain or regex), script_append (insert lines), script_rename (file only; the class inside is not renamed), script_move (creates the destination folder), script_delete.
  • Read: script_read, script_list, script_find_in_file (plain or regex, per line), script_get_info (class, base class, public members), script_get_compile_feedback.

Per-skill tables and return shapes: reference/<skill_name>.md — rarely needed, the schema notes the parameters.

DO NOT (common hallucinations):

  • script_edit / script_update do not exist → use script_replace for find-and-replace
  • script_write does not exist → use script_create (new file) or script_replace (modify existing)

Elsewhere: API analysis of a compiled script → script_analyze (perception).

Exact Signatures

Names, parameters, defaults and required flags come from GET /skills/schema?category=Script (or ?names=a,b), not this file.

Common Errors

ErrorTrigger → fix
MISSING_PARAMe.g. scriptName, pattern, find, newName → supply it; the error (or a dryRun) lists all parameters.
SEMANTIC_INVALIDPath separators in scriptName / newName, a path outside Assets/ / Packages/, or the script already exists → fix the name or path, or rename/move the existing file.
TARGET_NOT_FOUNDScript, MonoScript or folder missing → find the right scriptPath with script_list / asset_find.
SKILL_ERRORA filesystem or AssetDatabase move/rename/delete failed → read the message, resolve it, retry.

Transport codes (COMPILING, RATE_LIMIT, ...) → error codes.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Unity Script AI skill do?

Create, read and analyze C# scripts

Why use Unity Script on TypingMind?

Because you install it once and use it with any model. Unity Script is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Script in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/script. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Unity Script?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Script?

As many as you like. As long as a model supports skills, you can use Unity Script with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Script AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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