github.com/IvanMurzak/Unity-MCP
| Skill | Added | Review |
|---|---|---|
assets-copy Unity-MCP-Plugin/.claude/skills/assets-copy/SKILL.md Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first. | 52 52 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-create-folder Unity-MCP-Plugin/.claude/skills/assets-create-folder/SKILL.md Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s). | 54 54 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-delete Unity-MCP-Plugin/.claude/skills/assets-delete/SKILL.md Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first. | 53 53 Impact — No eval scenarios have been run Securityby Medium Suggest reviewing before use Version: e873d6c | |
assets-find Unity-MCP-Plugin/.claude/skills/assets-find/SKILL.md Search the Unity asset database using a search filter string. The filter accepts names, labels (`l:`), types (`t:`), AssetBundles (`b:`), areas (`a:`), and globs (`glob:`). See the body for the full filter syntax. | 61 61 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-find-built-in Unity-MCP-Plugin/.claude/skills/assets-find-built-in/SKILL.md Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported. | 56 56 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-get-data Unity-MCP-Plugin/.claude/skills/assets-get-data/SKILL.md Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' to find the asset first. | 55 55 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-material-create Unity-MCP-Plugin/.claude/skills/assets-material-create/SKILL.md Create a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing. Use 'assets-shader-list-all' to find a valid `shaderName`. | 58 58 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-modify Unity-MCP-Plugin/.claude/skills/assets-modify/SKILL.md Modify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification surfaces are available (content, pathPatches, jsonPatch) — see the skill body for details. | 55 55 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-move Unity-MCP-Plugin/.claude/skills/assets-move/SKILL.md Move or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first. | 52 52 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-prefab-close Unity-MCP-Plugin/.claude/skills/assets-prefab-close/SKILL.md Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first. | 56 56 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-prefab-create Unity-MCP-Plugin/.claude/skills/assets-prefab-create/SKILL.md Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first. | 54 54 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-prefab-instantiate Unity-MCP-Plugin/.claude/skills/assets-prefab-instantiate/SKILL.md Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset first. | 61 61 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-prefab-open Unity-MCP-Plugin/.claude/skills/assets-prefab-open/SKILL.md Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done. | 58 58 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-prefab-save Unity-MCP-Plugin/.claude/skills/assets-prefab-save/SKILL.md Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first. | 60 60 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-refresh Unity-MCP-Plugin/.claude/skills/assets-refresh/SKILL.md Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when triggered. | 68 68 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-shader-get-data Unity-MCP-Plugin/.claude/skills/assets-shader-get-data/SKILL.md Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader first. | 57 57 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
assets-shader-list-all Unity-MCP-Plugin/.claude/skills/assets-shader-list-all/SKILL.md List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid `shaderName` for 'assets-material-create'. | 65 65 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
build-cli .claude/skills/build-cli/SKILL.md Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use. | 63 63 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
console-clear-logs Unity-MCP-Plugin/.claude/skills/console-clear-logs/SKILL.md Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first. | 64 64 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
console-get-logs Unity-MCP-Plugin/.claude/skills/console-get-logs/SKILL.md Retrieve Unity Editor logs from the MCP plugin's `LogCollector`, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity. | 50 50 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
editor-application-get-state Unity-MCP-Plugin/.claude/skills/editor-application-get-state/SKILL.md Return the current state of `UnityEditor.EditorApplication` — playmode, paused state, compilation state, and related flags. | 56 56 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
editor-application-set-state Unity-MCP-Plugin/.claude/skills/editor-application-set-state/SKILL.md Start / stop / pause the Unity Editor 'playmode'. Use 'editor-application-get-state' to inspect the current state first. Throws if the project currently has compilation errors. | 62 62 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
editor-selection-get Unity-MCP-Plugin/.claude/skills/editor-selection-get/SKILL.md Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to change the selection. | 61 61 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
editor-selection-set Unity-MCP-Plugin/.claude/skills/editor-selection-set/SKILL.md Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first. | 50 50 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c | |
gameobject-component-add Unity-MCP-Plugin/.claude/skills/gameobject-component-add/SKILL.md Add one or more Components to a GameObject in the opened Prefab or active Scene. Component types are looked up by full name (with namespace) or by class-name fallback. Use 'gameobject-find' to locate the host GameObject and 'gameobject-component-list-all' to discover valid component type names. | 55 55 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Version: e873d6c |