github.com/IvanMurzak/Unity-MCP
Skill | Added | Review |
|---|---|---|
gameobject-component-modify Unity-MCP-Plugin/.claude/skills/gameobject-component-modify/SKILL.md Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available (componentDiff, pathPatches, jsonPatch) — see the skill body for details. | 58 58 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
gameobject-component-list-all Unity-MCP-Plugin/.claude/skills/gameobject-component-list-all/SKILL.md List the fully-qualified C# type names of every concrete `UnityEngine.Component` subclass available in the project. Paginated (default 5/page, max 500). Use this to find a valid `componentName` for 'gameobject-component-add'. | 70 70 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
gameobject-component-get Unity-MCP-Plugin/.claude/skills/gameobject-component-get/SKILL.md Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first. | 62 62 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
gameobject-component-destroy Unity-MCP-Plugin/.claude/skills/gameobject-component-destroy/SKILL.md Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first. | 53 53 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 58 58 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 61 61 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 67 67 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 58 58 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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 Reviewed: Version: e0a24ef | |
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. | 59 59 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 75 75 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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'. | 72 72 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 67 67 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 69 69 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 61 61 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 62 62 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 69 69 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 62 62 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: eb063cf | |
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. | 60 60 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 56 56 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 60 60 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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`. | 64 64 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 58 58 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: eb063cf | |
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. | 59 59 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef | |
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. | 61 61 Impact — No eval scenarios have been run Securityby Passed No findings from the security scan Reviewed: Version: e0a24ef |