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alivirgo/major-ai-skills/unity

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PublishedOctober 25, 2026 at 07:05 PM
Content Hashsha256:562e17d6d4d84c15...
Git SHA828e16dcf435
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version: "1.0.1" name: unity description: "Automate Unity editor and runtime workflows with C#, Addressables, render pipelines, and batch builds." category: game-engines risk: safe source: self source_type: self date_added: "2026-08-26" tags: ["unity", "csharp", "editor-scripting", "urp", "addressables", "batchmode", "headless"] tools: ["claude", "cursor", "gemini", "codex"]


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.

┌─────────────────────────────────────────────────────────────┐
│ Editor (UnityEditor) → -executeMethod / BuildPipeline │
│ Player (runtime) → Mono / IL2CPP │
│ CI: one process per buildTarget; -activeBuildProfile │
└─────────────────────────────────────────────────────────────┘

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

  1. Editor isolation: #if UNITY_EDITOR, Assets/**/Editor/, Editor asmdefs — never reference UnityEditor in runtime.
  2. CI entry points: public static void X() only; EditorApplication.Exit(code) on failure; no modal dialogs in batchmode.
  3. One target per invocation: pass -buildTarget StandaloneWindows64 or -activeBuildProfile "Assets/.../Windows.asset" — multi-target requires separate processes.
  4. Deterministic builds: pin graphics tiers, disable random Application.targetFrameRate side effects in build scripts; use BuildOptions.StrictMode where available; log Application.unityVersion.
  5. Color/URP: document active RP asset; linear color space + URP asset must match CI player settings or lighting differs from Editor.
  6. Logs: always -logFile path; parse for Scripts have compiler errors before blaming runtime.

Production C#: CI build + exit code

Assets/Editor/CiBuild.cs:

csharp
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
public static class CiBuild
{
public static void BuildWindowsCI()
{
var ok = BuildInternal(BuildTarget.StandaloneWindows64, "Builds/Win/Game.exe");
EditorApplication.Exit(ok ? 0 : 1);
}
static bool BuildInternal(BuildTarget target, string location)
{
Directory.CreateDirectory(Path.GetDirectoryName(location)!);
var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions
{
scenes = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes),
locationPathName = location,
target = target,
options = BuildOptions.CompressWithLz4HC
});
Debug.Log($"Build {report.summary.result} size={report.summary.totalSize}");
return report.summary.result == BuildResult.Succeeded;
}
}
#endif
powershell
& "C:\Program Files\Unity\Hub\Editor\6000.0.42f1\Editor\Unity.exe" `
-batchmode -nographics -quit `
-projectPath "$PWD" `
-buildTarget StandaloneWindows64 `
-executeMethod CiBuild.BuildWindowsCI `
-logFile "$PWD\Logs\ci-build.log"

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

SymptomCauseFix
Hang after openModal dialog / missing -quit-batchmode -quit; guard DisplayDialog
Wrong platform shadersMissing -buildTarget / profileSet -activeBuildProfile
UnityEditor in playerEditor script in runtime asmdefEditor folder + asmdef platforms
Non-deterministic lightingDifferent RP or color spaceSerialize Quality/Graphics settings
License / activationBatch on fresh VMUnity 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 -executeMethod in Editor assembly; explicit exit codes; -logFile; pin Editor version; separate CI job per build target.
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