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.
01type-get-json-schema
3 installsGenerate a JSON Schema for a C# type name via reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. Knobs control inclusion of nested `$defs` and whether type-level / property-level descriptions are emitted.
Buildfrom Unity MCP02unity-initial-setup
2 installsProvides 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 MCP03profiler-enable-module
1 installsToggle 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 MCP04screenshot-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 MCP05console-clear-logs
1 installsClear 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 MCP06unity-skill-generate
1 installsRegenerate 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 MCP07unity-tool-list
1 installsList 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 MCP08assets-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 MCP09profiler-list-modules
1 installsList all known profiler module names with their local 'enabled' bookkeeping flag.
Buildfrom Unity MCP10console-get-logs
1 installsRetrieve 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 MCP11unity-skill-create
1 installsCreate 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 MCP12ping
Lightweight readiness probe. Returns the input `message` echoed back, or `'pong'` when omitted. Useful for CLI health checks and SignalR connectivity smoke tests.
Buildfrom Unity MCP13editor-application-get-state
Return the current state of `UnityEditor.EditorApplication` — playmode, paused state, compilation state, and related flags.
Buildfrom Unity MCP14package-search
Search Unity's package registry plus locally installed packages (Git, local, embedded sources) by query string. Returns available versions and installation status. Online mode fetches exact matches from the live registry then supplements with cached substring matches.
Buildfrom Unity MCP15assets-delete
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Buildfrom Unity MCP16script-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 MCP17profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.
Buildfrom Unity MCP18assets-create-folder
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
Buildfrom Unity MCP19screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
Buildfrom Unity MCP20reflection-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 MCP21tests-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 MCP22gameobject-component-list-all
List the fully-qualified C# type names of every concrete `UnityEngine.Component` subclass available in the project. Paginated (default 5/page, max 500). Use this to find a valid `componentName` for 'gameobject-component-add'.
Buildfrom Unity MCP23assets-prefab-instantiate
Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset first.
Buildfrom Unity MCP24gameobject-create
Create a new GameObject in the currently opened Prefab or active Scene, optionally parented under another GameObject and pre-positioned. Pass `primitiveType` to spawn a Unity primitive (Cube, Sphere, etc.) instead of an empty GameObject.
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: Oct 13, 2026, 5:01 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.