unity-plugin
SKILL.md
Unity Plugin Skill
Control Unity Editor through ~100 built-in tools. Works in both Editor and Play mode.
Connection Modes
1. OpenClaw Gateway (Remote)
For Telegram, Discord, and other OpenClaw channels:
- Auto-connects when Unity opens
- Configure in: Window → OpenClaw Plugin → Settings
2. MCP Bridge (Local)
For Claude Code, Cursor, and local AI tools:
- Start: Window → OpenClaw Plugin → MCP Bridge → Start
- Default port: 27182
- Add to Claude Code:
claude mcp add unity -- node <path>/MCP~/index.js
First-Time Setup
If unity_execute tool is not available, install the gateway extension:
# From skill directory
./scripts/install-extension.sh
# Restart gateway
openclaw gateway restart
The extension files are in extension/ directory.
What install-extension.sh Does
# 1. Copies extension files from skill to gateway
# Source: <skill>/extension/
# Destination: ~/.openclaw/extensions/unity/
# 2. Files installed:
# - index.ts # Extension entry point (HTTP handlers, tools)
# - package.json # Extension metadata
# After installation, restart gateway to load the extension.
🔐 Security
이 스킬은 disableModelInvocation: true로 설정되어 있습니다.
- AI가 자동으로 도구를 호출하지 않음
- 사용자가 명시적으로 요청한 작업만 실행
설정 변경 방법은 README.md를 참조하세요.
Quick Reference
Core Tools
| Category | Key Tools |
|---|---|
| Scene | scene.getActive, scene.getData, scene.load, scene.open, scene.save |
| GameObject | gameobject.find, gameobject.getAll, gameobject.create, gameobject.destroy |
| Component | component.get, component.set, component.add, component.remove |
| Transform | transform.setPosition, transform.setRotation, transform.setScale |
| Debug | debug.hierarchy, debug.screenshot, console.getLogs |
| Input | input.clickUI, input.type, input.keyPress, input.mouseClick |
| Editor | editor.getState, editor.play, editor.stop, editor.refresh |
| Material | material.create, material.assign, material.modify, material.getInfo |
| Prefab | prefab.create, prefab.instantiate, prefab.open, prefab.save |
| Asset | asset.find, asset.copy, asset.move, asset.delete |
| Package | package.add, package.remove, package.list, package.search |
| Test | test.run, test.list, test.getResults |
Common Workflows
1. Scene Inspection
unity_execute: debug.hierarchy {depth: 2}
unity_execute: scene.getActive
2. Find & Modify Objects
unity_execute: gameobject.find {name: "Player"}
unity_execute: component.get {name: "Player", componentType: "Transform"}
unity_execute: transform.setPosition {name: "Player", x: 0, y: 5, z: 0}
3. UI Testing
unity_execute: input.clickUI {name: "PlayButton"}
unity_execute: input.type {text: "TestUser", elementName: "UsernameInput"}
unity_execute: debug.screenshot
4. Play Mode Control
unity_execute: editor.play # Enter Play mode
unity_execute: editor.stop # Exit Play mode
unity_execute: editor.getState # Check current state
unity_execute: editor.pause # Pause
unity_execute: editor.unpause # Resume
5. Material Creation
unity_execute: material.create {name: "RedMetal", color: "#FF0000", metallic: 0.8}
unity_execute: material.assign {gameObjectName: "Player", materialPath: "Assets/Materials/RedMetal.mat"}
unity_execute: material.modify {path: "Assets/Materials/RedMetal.mat", metallic: 1.0, emission: "#FF4444"}
6. Prefab Workflow
unity_execute: prefab.create {gameObjectName: "Player", path: "Assets/Prefabs/Player.prefab"}
unity_execute: prefab.instantiate {prefabPath: "Assets/Prefabs/Player.prefab", x: 0, y: 1, z: 0}
unity_execute: prefab.open {path: "Assets/Prefabs/Player.prefab"}
unity_execute: prefab.save
unity_execute: prefab.close
7. Asset Management
unity_execute: asset.find {query: "Player", type: "Prefab"}
unity_execute: asset.copy {sourcePath: "Assets/Prefabs/Player.prefab", destPath: "Assets/Backup/Player.prefab"}
unity_execute: asset.move {sourcePath: "Assets/Old/Item.prefab", destPath: "Assets/New/Item.prefab"}
8. Package Management
unity_execute: package.list
unity_execute: package.search {query: "TextMeshPro"}
unity_execute: package.add {packageName: "com.unity.textmeshpro"}
unity_execute: package.add {gitUrl: "https://github.com/example/package.git"}
9. Test Running
unity_execute: test.list {testMode: "EditMode"}
unity_execute: test.run {testMode: "EditMode", filter: "PlayerTests"}
unity_execute: test.getResults
10. Script Execution (Enhanced)
# Debug logging
unity_execute: script.execute {code: "Debug.Log('Hello')"}
# Time manipulation
unity_execute: script.execute {code: "Time.timeScale = 0.5"}
# PlayerPrefs
unity_execute: script.execute {code: "PlayerPrefs.SetInt('score', 100)"}
# Reflection-based method calls
unity_execute: script.execute {code: "MyClass.MyMethod()"}
unity_execute: script.execute {code: "MyClass.MyStaticMethod('param1', 123)"}
Tool Categories (~100 tools)
Console (3 tools)
console.getLogs- Get logs with optional type filter (Log/Warning/Error)console.getErrors- Get error/exception logs (with optional warnings)console.clear- Clear captured logs
Scene (7 tools)
scene.list- List scenes in build settingsscene.getActive- Get active scene infoscene.getData- Get full hierarchy datascene.load- Load scene by name (Play mode)scene.open- Open scene in Editor modescene.save- Save active scene (Editor mode)scene.saveAll- Save all open scenes (Editor mode)
GameObject (8 tools)
gameobject.find- Find by name, tag, or componentgameobject.getAll- Get all GameObjects with filteringgameobject.create- Create object or primitive (Cube, Sphere, etc.)gameobject.destroy- Destroy objectgameobject.delete- Delete object (alias for destroy)gameobject.getData- Get detailed datagameobject.setActive- Enable/disablegameobject.setParent- Change hierarchy
Transform (6 tools)
transform.getPosition- Get world position {x, y, z}transform.getRotation- Get Euler rotation {x, y, z}transform.getScale- Get local scale {x, y, z}transform.setPosition- Set world position {x, y, z}transform.setRotation- Set Euler rotationtransform.setScale- Set local scale
Component (5 tools)
component.add- Add component by type namecomponent.remove- Remove componentcomponent.get- Get component data/propertiescomponent.set- Set field/property valuecomponent.list- List available component types
Script (3 tools)
script.execute- Execute code: Debug.Log, Time, PlayerPrefs, reflection callsscript.read- Read script filescript.list- List project scripts
Application (4 tools)
app.getState- Get play mode, FPS, timeapp.play- Enter/exit Play modeapp.pause- Toggle pauseapp.stop- Stop Play mode
Debug (3 tools)
debug.log- Write to consoledebug.screenshot- Capture screenshotdebug.hierarchy- Text hierarchy view
Editor (9 tools)
editor.refresh- Refresh AssetDatabase (triggers recompile)editor.recompile- Request script recompilationeditor.domainReload- Force domain reloadeditor.focusWindow- Focus window (game/scene/console/hierarchy/project/inspector)editor.listWindows- List open windowseditor.getState- Get editor stateeditor.play- Enter Play modeeditor.stop- Exit Play modeeditor.pause/editor.unpause- Pause control
Input Simulation (10 tools)
input.keyPress- Press and release keyinput.keyDown/input.keyUp- Hold/release keyinput.type- Type text into fieldinput.mouseMove- Move cursorinput.mouseClick- Click at positioninput.mouseDrag- Drag operationinput.mouseScroll- Scroll wheelinput.getMousePosition- Get cursor positioninput.clickUI- Click UI element by name
Material (5 tools) - NEW in v1.5.0
material.create- Create material with shader, color, metallic, smoothnessmaterial.assign- Assign material to GameObjectmaterial.modify- Modify material properties (color, metallic, emission)material.getInfo- Get detailed material info with all shader propertiesmaterial.list- List materials in project with filtering
Prefab (5 tools) - NEW in v1.5.0
prefab.create- Create prefab from scene GameObjectprefab.instantiate- Instantiate prefab in scene with positionprefab.open- Open prefab for editingprefab.close- Close prefab editing modeprefab.save- Save currently edited prefab
Asset (7 tools) - NEW in v1.5.0
asset.find- Search assets by query, type, folderasset.copy- Copy asset to new pathasset.move- Move/rename assetasset.delete- Delete asset (with trash option)asset.refresh- Refresh AssetDatabaseasset.import- Import/reimport specific assetasset.getPath- Get asset path by name
Package Manager (4 tools) - NEW in v1.5.0
package.add- Install package by name or git URLpackage.remove- Remove installed packagepackage.list- List installed packagespackage.search- Search Unity package registry
Test Runner (3 tools) - NEW in v1.5.0
test.run- Run EditMode/PlayMode tests with filteringtest.list- List available teststest.getResults- Get last test run results
Batch Execution (1 tool) - NEW in v1.6.0
batch.execute- Execute multiple tools in one call (10-100x performance)commands: Array of {tool, params} objectsstopOnError: Stop on first error (default: false)
Session (1 tool) - NEW in v1.6.0
session.getInfo- Get session info (project, processId, machineName, sessionId)
ScriptableObject (6 tools) - NEW in v1.6.0
scriptableobject.create- Create new ScriptableObject assetscriptableobject.load- Load and inspect ScriptableObject fieldsscriptableobject.save- Save ScriptableObject changesscriptableobject.getField- Get specific field valuescriptableobject.setField- Set field value with auto-savescriptableobject.list- List ScriptableObjects in project
Shader (3 tools) - NEW in v1.6.0
shader.list- List shaders in projectshader.getInfo- Get shader properties and infoshader.getKeywords- Get shader keywords
Texture (5 tools) - NEW in v1.6.0
texture.create- Create new texture with color filltexture.getInfo- Get texture info (size, format, import settings)texture.setPixels- Fill region with colortexture.resize- Resize texture via import settingstexture.list- List textures in project
Custom Tools API - v1.6.0
Register project-specific tools:
OpenClawCustomTools.Register(
"mygame.getScore",
"Get current score",
(args) => new { success = true, score = GameManager.Score }
);
MCP Resources - v1.6.0
Access Unity data via MCP resource URIs:
| URI | Description |
|---|---|
unity://scene/hierarchy |
Scene hierarchy |
unity://scene/active |
Active scene info |
unity://project/scripts |
Script list |
unity://project/scenes |
Scene list |
unity://editor/state |
Editor state |
unity://console/logs |
Console logs |
unity://session/info |
Session info |
Tips
Screenshot Modes
- Play mode:
ScreenCapture- includes all UI overlays - Editor mode:
Camera.main.Render()- no overlay UI - Use
{method: "camera"}for camera-only capture
Finding Objects
gameobject.find {name: "Player"} # By exact name
gameobject.find {tag: "Enemy"} # By tag
gameobject.find {componentType: "Camera"} # By component
gameobject.getAll {activeOnly: true} # All active objects
Script Recompilation
Unity may not auto-recompile after code changes. Use:
editor.refresh # Full asset refresh + recompile
Play Mode Transitions
- Plugin survives Play mode transitions via SessionState
- If connection lost, wait for auto-reconnect or use Window → OpenClaw Plugin → Settings → Connect
MCP Bridge Usage
For Claude Code / Cursor integration:
- Start: Window → OpenClaw Plugin → MCP Bridge → Start
- Register:
claude mcp add unity -- node /path/to/MCP~/index.js - Verify:
curl http://127.0.0.1:27182/status
Input Simulation Limitation
Keyboard/mouse simulation works for UI interactions but NOT for Input.GetKey(). For gameplay testing:
- Use
transform.setPositionto move objects directly - Or migrate to Unity's new Input System
Troubleshooting
| Issue | Solution |
|---|---|
| Tool timeout | Check Unity is responding, try editor.getState |
| Gateway no connection | Check Window → OpenClaw Plugin → Settings |
| MCP no connection | Start MCP Bridge, verify port 27182 |
| Scripts not updating | Use editor.refresh to force recompile |
| Wrong screenshot | Use Play mode for game view with UI |
| MCP 504 timeout | Unity busy or MCP Bridge not started |
| Test Runner not found | Install com.unity.test-framework package |
Links
- Skill Repository: https://github.com/TomLeeLive/openclaw-unity-skill
- Plugin Repository: https://github.com/TomLeeLive/openclaw-unity-plugin
- OpenClaw Docs: https://docs.openclaw.ai
- MCP Setup Guide: See Plugin Repository → Documentation~/SETUP_GUIDE.md
License
MIT License - See LICENSE file