# Control Unity Editor from AI Assistants

Unity developers often need fast feedback from a running Editor while coding. This skill gives Claude, Codex, and Claude Code a command guide for unityctl workflows.

## Install

```bash
npx skillstore add dirtybitgames/unity-editor
```

## Metadata

- Status: approved
- Slug: dirtybitgames-unity-editor
- Skillstore revision: r1
- Version status: missing
- Tree hash: 43ea87da9e52e765c9eb8c4d0407a60c53f35b2bb03e931f126c7710cb03168d
- Author: DirtybitGames
- GitHub username: DirtybitGames
- License: MIT
- Repository: https://github.com/DirtybitGames/unityctl/tree/main/examples/unity-editor
- Ref: 1ffa7643651792ccb4bd3b15d924d2c97edff755
- Supported tools: Claude, Codex, Claude Code
- Audit status: complete
- Agent install advisory: confirmation\_required
- Manual install advisory: allowed
- Artifact signature: available
- Audit attestation: unavailable
- Human verification: not\_verified
- Risk factors: external\_commands
- Quality score: 38
- Quality tier: warning
- Public page: https://skillstore.pages.dev/skills/dirtybitgames-unity-editor
- Manifest: https://skillstore.pages.dev/api/skills/dirtybitgames-unity-editor/manifest

## Capabilities

- Starts and stops the unityctl bridge daemon for Editor communication.
- Launches or stops the Unity Editor from the command line.
- Checks project status, bridge health, and Editor connection state.
- Runs asset refresh, edit mode tests, and play mode tests.
- Reads Unity logs and can capture local Editor screenshots.
- Executes C\# snippets or script files inside the running Editor for debugging.

## Use Cases

- Debug gameplay during development: Inspect logs, enter play mode, and query scene objects while iterating on gameplay code.
- Validate changes before review: Refresh assets, compile scripts, and run Unity tests before sending a change for code review.
- Automate Editor checks from Claude Code: Use AI-assisted workflows to run repeatable status, test, log, and screenshot commands.

## Prompt Templates

### Check Unity connection

```
Use the Unity editor skill to check whether unityctl can reach my running Unity Editor.
```

### Compile after C\# edits

```
Refresh Unity assets, report any compilation errors, and tell me what to fix next.
```

### Run play mode validation

```
Enter play mode, inspect recent Unity logs, then exit play mode and summarize any errors.
```

### Inspect scene state safely

```
Write a small reviewed C# script in tmp to count active GameObjects, execute it with unityctl, and summarize the result.
```

## Limitations

- Requires unityctl and a Unity project with the bridge integration configured.
- Commands affect the local Unity Editor and may change project state.
- Script execution is powerful and should only run reviewed C\# code.
- It does not replace Unity licensing, project setup, or package installation.

## Best Practices

- Run status checks before Editor, play mode, or script execution commands.
- Refresh assets after C\# changes before entering play mode or running tests.
- Review any C\# script before executing it inside the Unity Editor.

## Anti Patterns

- Do not run arbitrary C\# generated from untrusted prompts or files.
- Do not enter play mode when Unity reports compilation errors.
- Do not capture screenshots if the Editor may display private project data.

## Security Audit

- Audited at: 2026-07-09T04:38:36.859\+00:00
- Summary: The static shell-execution findings are false positives caused by markdown backticks and fenced command examples. The screen-capture upload finding is also a false positive because the cited line only captures a local screenshot. However, the skill includes a real high-risk capability: arbitrary C\# execution inside a running Unity Editor.

## Stats

- Views: 193
- Downloads: 26
- Favorites: 0
- Popularity score: 0
