unity-editor

Installation
SKILL.md

Unity Editor Skills

Observe and control the Unity Editor without parsing scene YAML: play mode, selection, undo and redo, change tracking, state and menu items. Parameters come from the schema (GET /skills/schema?category=Editor&wire=v2), never from a skill's name. Execution and dryRun rules: root SKILL.md.

When to use

  • Reading persistent scene or file changes
  • Driving play mode
  • Inspecting runtime state
  • Executing menu items

Rules

  • Play-mode skills are NeverInSemi: editor_play, editor_play_capture, editor_stop, editor_pause and editor_run_scenario (MayEnterPlayMode). editor_execute_menu is also NeverInSemi because reload-triggering items (Assets/Refresh, Assets/Reimport All) reload the domain. Under Approval and Auto they return MODE_FORBIDDEN, and the grant flow does not apply.
  • Resume or file watching: when changes are reported, or the AI resumes after the user edited Unity, call editor_get_changes before reading .unity YAML. dropped=true means since is older than the 500-entry window (retention); rebuild context with scene_context or scene_diff.
  • Check editor_get_state before play-mode work. Changes made during Play Mode are lost on exit.
  • editor_play, editor_play_capture, editor_playmode_step and editor_run_scenario return jobs; poll job_status. Never job_wait on a job that depends on EditorApplication.update ticks: it blocks the main thread those ticks need.
  • editor_select and editor_playmode_inspect take one of name, entityId, instanceId or path; prefer entityId. editor_get_context returns entityIds for batch work.
  • editor_undo and editor_redo make experiments reversible.
  • Pause on error belongs to the console module: console_set_pause_on_error (console).
  • Routing: compilation check to debug_check_compilation (debug); console errors to debug_get_errors; scene save to scene_save (scene).
Installs
100
GitHub Stars
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First Seen
Mar 14, 2026