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Unity Skill Create

CommunityPopular
IvanMurzak
unity-skill-create

Create a new skill (MCP tool) for the Unity Editor by writing a C# (.cs) file that Unity compiles into the project. After compilation the new tool becomes callable through MCP. The file must be a partial class decorated with [AiToolType], each tool method must be decorated with [AiTool], the class name should match the file name, all Unity API calls must run via com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(), and the method should either return a structured data model (for parseable output) or void (for side-effect-only operations). See the body of this skill for a full sample and best-practice notes.

Overview

PublisherIvanMurzak
RepositoryUnity-MCP
Skill nameunity-skill-create
Stars
4.4K
Forks
387
Bundled files
Instructions only
LicenseApache-2.0
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.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

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

Installation

Install the Unity Skill Create 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/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/unity-skill-create
  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.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/IvanMurzak/Unity-MCP.git /tmp/Unity-MCP
mkdir -p .claude/skills
cp -r /tmp/Unity-MCP/Unity-MCP-Plugin/.claude/skills/unity-skill-create .claude/skills/unity-skill-create
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Unity Skill Create 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 Skill Create 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 Skill Create 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.

Skill (Tool) / Create

Full sample

csharp
#nullable enable
using System;
using System.ComponentModel;
using com.IvanMurzak.McpPlugin;
using com.IvanMurzak.ReflectorNet.Utils;
using com.IvanMurzak.Unity.MCP.Editor.Utils;
using AIGD;
using UnityEditor;
using UnityEngine;

namespace com.IvanMurzak.Unity.MCP.Editor.API
{
    [AiToolType]
    public partial class Tool_Sample
    {
        [AiTool("sample-get", Title = "Sample / Get")]
        [Description("Finds a GameObject and returns its ref data.")]
        public GameObjectRef Get
        (
            [Description("Name of the GameObject to find.")]
            string name
        )
        {
            return MainThread.Instance.Run(() =>
            {
                var go = GameObject.Find(name)
                    ?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name));

                return new GameObjectRef(go);
            });
        }

        [AiTool("sample-rename", Title = "Sample / Rename")]
        [Description("Renames a GameObject.")]
        public void Rename
        (
            [Description("Current name of the GameObject.")]
            string name,
            [Description("New name to assign.")]
            string newName
        )
        {
            MainThread.Instance.Run(() =>
            {
                var go = GameObject.Find(name)
                    ?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name));

                go.name = newName;
                EditorUtility.SetDirty(go);
                AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
                EditorUtils.RepaintAllEditorWindows();
            });
        }
    }
}

Suggestions

Refresh UI after visual changes

If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately:

csharp
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
EditorUtils.RepaintAllEditorWindows();

Refresh AssetDatabase after asset or script changes

If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a MainThread.Instance.Run() block to ensure Unity picks up the changes:

csharp
MainThread.Instance.Run(() =>
{
    AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
});

Use processing mechanic for long-running or domain-reload operations

Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must:

  1. Accept a [RequestID] string? requestId parameter.
  2. Return ResponseCallTool.Processing("...").SetRequestID(requestId) immediately.
  3. Schedule the actual work asynchronously via MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... }).
  4. When the operation finishes, send the final result by calling:
csharp
_ = UnityMcpPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData
{
    RequestId = requestId,
    Result = ResponseCallTool.Success("Operation completed.").SetRequestID(requestId)
});

If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType) instead of calling NotifyToolRequestCompleted directly — it persists the pending notification to SessionState and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult) the same way.

Return structured data with a typed response

Prefer returning a structured data model over a plain string so the AI can parse individual fields. Data models for MCP tools MUST be declared as TOP-LEVEL types in the AIGD namespace - never nested inside the tool class. Place each data model in its own .cs file (one type per file) and use ResponseCallValueTool<T> as the return type. The flat AIGD namespace keeps the auto-generated JSON Schema $defs keys short and intuitive for AI agents.

csharp
// Tool file (Tool/MyTool.cs) - references the data model from AIGD:
using AIGD;

namespace com.IvanMurzak.Unity.MCP.Editor.API
{
    [AiToolType]
    public partial class Tool_Sample
    {
        public ResponseCallValueTool<MyResult> MyTool(...)
        {
            return ResponseCallValueTool<MyResult>.Success(new MyResult
            {
                Name = go.name,
                InstanceID = go.GetInstanceID()
            }).SetRequestID(requestId);
        }
    }
}

// Data model (Tool/Data/MyResult.cs) - top-level, in AIGD namespace, NOT nested:
namespace AIGD
{
    public class MyResult
    {
        [Description("Name of the GameObject.")]
        public string? Name { get; set; }

        [Description("Unity instance ID of the GameObject.")]
        public int InstanceID { get; set; }
    }
}

For simpler cases that do not need async/processing, you may return the model directly (without ResponseCallValueTool<T>) and Unity-MCP will wrap it automatically. The data model itself MUST still live as a top-level type in the AIGD namespace.

Validate inputs early and throw clearly

Always validate required parameters at the top of the method before any Unity API calls. Throw ArgumentException or InvalidOperationException with descriptive messages so the AI knows exactly what went wrong and can self-correct:

csharp
if (string.IsNullOrEmpty(name))
    throw new ArgumentException("Name cannot be null or empty.", nameof(name));

Always use MainThread for Unity API calls

All Unity API calls (including GameObject.Find, AssetDatabase, EditorUtility, etc.) MUST run on the main thread. Wrap them in MainThread.Instance.Run(() => { ... }) for synchronous operations, or MainThread.Instance.RunAsync(async () => { ... }) when you need to await inside.

How to Call

bash
unity-mcp-cli run-system-tool unity-skill-create --input '{
  "path": "string_value",
  "code": "string_value"
}'

For complex input (multi-line strings, code), save the JSON to a file and use:

bash
unity-mcp-cli run-system-tool unity-skill-create --input-file args.json

Or pipe via stdin (recommended):

bash
unity-mcp-cli run-system-tool unity-skill-create --input-file - <<'EOF'
{"param": "value"}
EOF

Troubleshooting

If unity-mcp-cli is not found, either install it globally (npm install -g unity-mcp-cli) or use npx unity-mcp-cli instead. Read the /unity-initial-setup skill for detailed installation instructions.

Input

NameTypeRequiredDescription
pathstringYesPath for the C# (.cs) file to be created. Sample: "Assets/Skills/MySkill.cs".
CRITICAL — Assembly Definition placement: If the project uses Assembly Definition files (.asmdef), you MUST place the script inside a folder that belongs to an assembly definition which already references all required dependencies (e.g. com.IvanMurzak.McpPlugin, UnityEditor, UnityEngine). Placing the file in the wrong assembly will cause compile errors due to missing type references. Before choosing a path, inspect existing .asmdef files with the assets-find tool to identify the correct assembly folder.
codestringYesC# code for the skill tool.

Input JSON Schema

json
{
  "type": "object",
  "properties": {
    "path": {
      "type": "string"
    },
    "code": {
      "type": "string"
    }
  },
  "required": [
    "path",
    "code"
  ]
}

Output

This tool does not return structured output.

Frequently asked questions

What does the Unity Skill Create AI skill do?

Create a new skill (MCP tool) for the Unity Editor by writing a C# (.cs) file that Unity compiles into the project. After compilation the new tool becomes callable through MCP. The file must be a partial class decorated with [AiToolType], each tool method must be decorated with [AiTool], the class name should match the file name, all Unity API calls must run via com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(), and the method should either return a structured data model (for parseable output) or void (for side-effect-only operations). See the body of this skill for a full sample...

Why use Unity Skill Create on TypingMind?

Because you install it once and use it with any model. Unity Skill Create 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 Skill Create in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/unity-skill-create. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Skill Create?

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 Skill Create?

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

Is the Unity Skill Create AI skill free?

Yes. It is published on GitHub by IvanMurzak under the Apache-2.0 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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