unity-script
Installation
SKILL.md
When to use
- Authoring or editing C# code
- Searching across scripts
- Refactoring file layout
- Checking compile errors
Unity Script Skills
Create, edit, move and inspect C# scripts and get their compile result. Parameters come from the schema (recommend includeSchema=true or /skills/schema?names=), which notes the non-obvious ones — never from a skill's name. Execution and dryRun rules: root SKILL.md.
Rules
- All seven writers (
script_create,script_create_batch,script_replace,script_append,script_rename,script_move,script_delete) trigger a domain reload and are high-risk, so Approval and Auto refuse them withMODE_FORBIDDEN. Do not request a grant for them.
Compile and reload
- Every write returns at once:
{success, status: "accepted", path, jobId, waitUrl, serverAvailability}; compilation follows, and the server is briefly unreachable during the domain reload. - One call gets the compile result: GET the returned
waitUrl(/jobs/<jobId>?wait=90&expectInstance=<instanceId>, already pinned to this Editor), addingexpectProject, e.g.curl -s --retry 20 --retry-connrefused --retry-all-errors --retry-delay 2 "http://localhost:<port><waitUrl>&expectProject=<project>". It answers once compilation settles: jobstatuscompleted, orfailedon compile errors, with diagnostics inresultData.compilation(isCompiling,hasErrors,errorCount,errors: [{type, message, file, line}]). During the reload it may refuse or return503: repeat the same URL;waitTimedOut: truemeans GET it again. script_get_compile_feedback(scriptPath)returns the same diagnostics on demand. Fix errors first:component_addfinds a new MonoBehaviour only after a clean compile.checkCompile: falseskips the diagnostics;diagnosticLimitcaps them (default 20).