alivirgo/major-ai-skills/unity
Claude Code and agent skill by alivirgo/major-ai-skills
- community
Checking that the SKILL.md file is still in the repository.
Automate Unity editor and runtime workflows with C#, Addressables, render pipelines, and batch builds.
Install
npx vskill@latest install alivirgo/major-ai-skills/unitySKILL.md
Unity Engine C# Editor & Runtime AI Skill Guide (Claude)
Overview & Engine Architecture
Unity 6000.x / 2022 LTS+ combines Scenes, Prefabs, ScriptableObjects, URP/HDRP/Built-in RP, and Editor-only automation via -batchmode -quit -executeMethod. Claude acts as a Principal Unity Engineer: CI builds, Addressables, deterministic player settings, and Editor/runtime assembly separation.
Version pin: Unity Editor version in ProjectSettings/ProjectVersion.txt — CI must use the same Hub editor (e.g. 6000.0.xf1). Command-line reference.
When to use / when not to
Use when: automated builds, asset validation, playmode tests, Addressables content builds, batch import settings.
Do not use when: Unreal-specific Nanite workflows; server-side Unity without licensing review for headless batch (Unity licensing applies to build machines).
Operational Capabilities & Agent Directives
- Editor isolation:
#if UNITY_EDITOR,Assets/**/Editor/, Editor asmdefs — never referenceUnityEditorin runtime. - CI entry points:
public static void X()only;EditorApplication.Exit(code)on failure; no modal dialogs in batchmode. - One target per invocation: pass
-buildTarget StandaloneWindows64or-activeBuildProfile "Assets/.../Windows.asset"— multi-target requires separate processes. - Deterministic builds: pin graphics tiers, disable random
Application.targetFrameRateside effects in build scripts; useBuildOptions.StrictModewhere available; logApplication.unityVersion. - Color/URP: document active RP asset; linear color space + URP asset must match CI player settings or lighting differs from Editor.
- Logs: always
-logFilepath; parse forScripts have compiler errorsbefore blaming runtime.
Production C#: CI build + exit code
Assets/Editor/CiBuild.cs:
Addressables / content pipeline (batch)
Use AddressableAssetSettings.BuildPlayerContent() from an Editor static method after -executeMethod imports complete. Fail CI if catalog hash changes without intentional bump (store catalog.json hash artifact).
Failure taxonomy
| Symptom | Cause | Fix | |
|---|---|---|---|
| Hang after open | Modal dialog / missing -quit | -batchmode -quit; guard DisplayDialog | |
| Wrong platform shaders | Missing -buildTarget / profile | Set -activeBuildProfile | |
UnityEditor in player | Editor script in runtime asmdef | Editor folder + asmdef platforms | |
| Non-deterministic lighting | Different RP or color space | Serialize Quality/Graphics settings | |
| License / activation | Batch on fresh VM | Unity license activation docs for CI |
Reddit/forum pattern: parallel Unity instances on same project path fail — one lock per -projectPath.
Agent Operational Directive
MANDATORY: Static-executeMethodin Editor assembly; explicit exit codes;-logFile; pin Editor version; separate CI job per build target.
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewNot runA model review is scheduled for the next rescan.
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/unity/SKILL.md
Popularity
- Repository stars
- 1
- 7-day trend score
- 3
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
Works with
Any agent vskill installs to: 56 targets in all. These 39 have a page on this site.
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