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Unity MCP skills

Unity Engine AI Skills + MCP Tools + CLI — full AI develop/test loop for game dev skills-hub.ai mirrors 80 skills from Unity MCP daily, every skill links back to its upstream GitHub source. Install with one command across Claude Code, Cursor, Codex, Windsurf, and any MCP-compatible tool.

Upstream: github.com/IvanMurzak/Unity-MCP

Installing a Unity MCP skill

Pick a skill below, then run the install command for your AI coding tool. The skills-hub CLI writes the SKILL.md to the right directory and tracks the install in .skills.json so your team gets reproducible installs.

# Install a Unity MCP skill
npx @skills-hub-ai/cli install <skill-slug>

# Browse all Unity MCP skills via API
curl https://skills-hub.ai/api/v1/skills?source=unity-mcp

# Browse all sources
open https://skills-hub.ai/sources

Top Unity MCP skills

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The most-installed skills from Unity MCP, ranked by adoption.

  1. 01unity-initial-setup

    2 installs

    Provides an initial setup for AI Skills, `unity-mcp-cli` command line tool installation and everything else that is helpful to set up at the start of the project. Essential packages, and basic configurations.

    Buildfrom Unity MCP
  2. 02screenshot-scene-view

    1 installs

    Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary `RenderTexture`. Requires an open Scene View.

    Buildfrom Unity MCP
  3. 03console-get-logs

    1 installs

    Retrieve Unity Editor logs from the MCP plugin's `LogCollector`, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.

    Buildfrom Unity MCP
  4. 04console-clear-logs

    1 installs

    Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.

    Buildfrom Unity MCP
  5. 05profiler-enable-module

    1 installs

    Toggle the wrapper's local 'enabled' flag for a named profiler module. Bookkeeping only — Unity's runtime API does not expose direct module control; for real module visibility use the Profiler window.

    Buildfrom Unity MCP
  6. 06unity-skill-generate

    1 installs

    Regenerate every `SKILL.md` from the project's currently-registered MCP tools into the configured skills folder (or a project-relative override path). Writes the YAML `description:` from `[AiSkillDescription]` and the body from `[AiSkillBody]`.

    Buildfrom Unity MCP
  7. 07assets-shader-list-all

    1 installs

    List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid `shaderName` for 'assets-material-create'.

    Buildfrom Unity MCP
  8. 08unity-skill-create

    1 installs

    Create a new skill (MCP tool) for the Unity Editor by writing a C# (.cs) file that Unity compiles into the project. After compilation the new tool becomes callable through MCP. The file must be a partial class decorated with [AiToolType], each tool method must be decorated with [AiTool], the class name should match the file name, all Unity API calls must run via com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(), and the method should either return a structured data model (for parseable output) or void (for side-effect-only operations). See the body of this skill for a full sample and best-practice notes.

    Buildfrom Unity MCP
  9. 09unity-tool-list

    1 installs

    List all Unity-MCP tools registered in the connected Unity Editor instance. Optional regex filter matches against tool name, description, and argument names/descriptions. Use the `includeDescription` / `includeInputs` toggles to control the response size.

    Buildfrom Unity MCP
  10. 10profiler-list-modules

    1 installs

    List all known profiler module names with their local 'enabled' bookkeeping flag.

    Buildfrom Unity MCP
  11. 11gameobject-component-get

    Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first.

    Buildfrom Unity MCP
  12. 12tool-set-enabled-state

    Enable or disable MCP tools by name in batch. Persists the change via `UnityMcpPluginEditor.Instance.Save()` only when at least one tool actually flipped. Returns per-input success flags plus optional operation logs.

    Buildfrom Unity MCP
  13. 13profiler-load-data

    Read back a previously-saved JSON snapshot from `profiler-save-data` and return its raw text.

    Buildfrom Unity MCP
  14. 14profiler-capture-frame

    Capture the current frame's timing info (delta time, FPS, frame counts, runtime). Snapshot only — historical frames live in Unity's Profiler window.

    Buildfrom Unity MCP
  15. 15editor-application-get-state

    Return the current state of `UnityEditor.EditorApplication` — playmode, paused state, compilation state, and related flags.

    Buildfrom Unity MCP
  16. 16editor-selection-set

    Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.

    Buildfrom Unity MCP
  17. 17profiler-save-data

    Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.

    Buildfrom Unity MCP
  18. 18screenshot-isolated

    Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body for side-effect notes.

    Buildfrom Unity MCP
  19. 19scene-unload

    Unload an opened scene from the Unity Editor (asynchronously via `SceneManager.UnloadSceneAsync`). Use 'scene-list-opened' to find the scene name first.

    Buildfrom Unity MCP
  20. 20profiler-get-status

    Return the Unity profiler's current enabled state, active modules, max-used memory, and platform support flag. Read-only.

    Buildfrom Unity MCP
  21. 21tests-run

    Execute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.

    Buildfrom Unity MCP
  22. 22assets-prefab-close

    Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.

    Buildfrom Unity MCP
  23. 23scene-save

    Save an opened scene back to its asset file (or to a new path when `path` is provided). When `openedSceneName` is empty, saves the currently active scene. Use 'scene-list-opened' to find the scene name first.

    Buildfrom Unity MCP
  24. 24scene-set-active

    Mark an opened scene as the Editor's active scene (the one new GameObjects are added to and that's used as the default for many operations). Use 'scene-list-opened' to enumerate opened scenes first.

    Buildfrom Unity MCP

About this source

skills-hub.ai mirrors skills from 90+ official GitHub repositories every day. Each imported skill is parsed from a SKILL.md file in the source repo, gets a security scan and quality score on import, and links back to its upstream source of truth.

Last sync: Sep 13, 2026, 4:50 PM (success).

Unity MCP skills, frequently asked

What are Unity MCP skills?

Unity MCP skills are AI coding skills published by Unity MCP (Unity Engine AI Skills + MCP Tools + CLI — full AI develop/test loop for game dev) and mirrored daily on skills-hub.ai. They are SKILL.md files that follow the open Agent Skills standard, so they work in Claude Code, Cursor, Codex CLI, Windsurf, Copilot, and any MCP-compatible tool.

How many Unity MCP skills are available?

skills-hub.ai indexes 80 skills from Unity MCP, synced daily from the upstream GitHub repository (https://github.com/IvanMurzak/Unity-MCP).

How do I install a Unity MCP skill?

Run `npx @skills-hub-ai/cli install <skill-slug>` in your project. The CLI writes the SKILL.md to the right directory for your AI tool and adds it to your `.skills.json` lockfile so your team gets the same skills at the same versions.

Are these official Unity MCP skills?

Yes. Every skill from this source is mirrored from Unity MCP's own GitHub repository (https://github.com/IvanMurzak/Unity-MCP). Each skill page links back to the upstream source of truth, so you can verify the original.