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/sourcesTop Unity MCP skills
See all →The most-installed skills from Unity MCP, ranked by adoption.
01screenshot-scene-view
1 installsCapture 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 MCP02assets-shader-list-all
1 installsList 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 MCP03profiler-get-script-stats
Return script execution timing (frame time, fixed dt, time scale, frame count, runtime) plus Mono / GC memory usage in MB.
Buildfrom Unity MCP04gameobject-component-add
Add one or more Components to a GameObject in the opened Prefab or active Scene. Component types are looked up by full name (with namespace) or by class-name fallback. Use 'gameobject-find' to locate the host GameObject and 'gameobject-component-list-all' to discover valid component type names.
Buildfrom Unity MCP05profiler-list-modules
List all known profiler module names with their local 'enabled' bookkeeping flag.
Buildfrom Unity MCP06script-update-or-create
Write a `.cs` script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via `requestId` after Unity finishes the triggered compilation. Use 'script-read' to inspect existing content first.
Buildfrom Unity MCP07scene-open
Open a Unity scene asset in Single or Additive mode. Returns the post-open list of all opened scenes. Use 'assets-find' to locate the scene asset first.
Buildfrom Unity MCP08assets-find
Search the Unity asset database using a search filter string. The filter accepts names, labels (`l:`), types (`t:`), AssetBundles (`b:`), areas (`a:`), and globs (`glob:`). See the body for the full filter syntax.
Buildfrom Unity MCP09script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
Buildfrom Unity MCP10unity-skill-generate
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 MCP11package-list
List all UPM packages installed in the Unity project — name, version, source, description. Optionally filter by source (registry, embedded, local, git, built-in, local tarball), by name/display/description substring, and by direct-dependency-only.
Buildfrom Unity MCP12tests-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 MCP13profiler-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 MCP14reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
Buildfrom Unity MCP15github-pr-review-fix
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
Buildfrom Unity MCP16reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized `MethodData` entries usable as schemas for 'reflection-method-call'.
Buildfrom Unity MCP17assets-move
Move or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Buildfrom Unity MCP18editor-selection-get
Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to change the selection.
Buildfrom Unity MCP19scene-get-data
Retrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty). Supports token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`. Use 'scene-list-opened' to enumerate scenes.
Buildfrom Unity MCP20object-modify
Modify a Unity `UnityEngine.Object`'s serializable fields/properties. Three modification surfaces are available (`objectDiff`, `pathPatches`, `jsonPatch`) — see the skill body. Use 'object-get-data' first to inspect the object structure.
Buildfrom Unity MCP21gameobject-destroy
Destroy a GameObject (and all nested children) in the currently opened Prefab or active Scene. Returns the destroyed GameObject's name, path, and instance ID for confirmation. Use 'gameobject-find' to locate the target first.
Buildfrom Unity MCP22assets-refresh
Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when triggered.
Buildfrom Unity MCP23profiler-start
Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.
Buildfrom Unity MCP24assets-prefab-save
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode 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: Jul 30, 2026, 5:43 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.