claudecodex

unity

Unity's official game development plugin. Build, monetize, and operate Unity games with guidance grounded in Unity's documented practices.

636 on GitHubby Unity Technologiesv0.1.9-betaLicenseRef-Unity-Companion-Licenseupdated 6 days agoDeveloper Tools
/

Plugin unity from marketplace unity-agent-plugin in Unity-Technologies/unity-agent-plugin. Commands read from the repo's manifest — 6 days ago.

What it installs

Skills (34)

  • 2d-pixel-perfect

    Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or pixel art 2D game looks blurry, jittery, or misaligned. Not for HD 2D or high-resolution art.

  • asset-transformer-toolkit

    In the Unity Editor, imports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets, Actions, and LODs. Use for Pixyz imports in a Unity project, not for converting files from the shell. com.unity.industry.toolkit: ">=4.0.0

  • audio-setup-mixers

    Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in.

  • build-gtk

    Builds graph tools with Unity Graph Toolkit (GTK) on 6.6+, state machines on 6.7+, and importers for runtime assets. Use this skill for graph, node or state machine editors, or GraphView migrations. Not for Shader Graph, VFX Graph or Animator.

  • build-live-game

    Builds and operates a live game's backend with Unity Gaming Services. Make sure to use this skill when the user wants trusted server-side game logic, player progress, remote configuration, sign-in, achievements, battle passes or leaderboards.

  • craft-game-floors

    Makes a Unity game look and feel finished: art style, lighting, juice, sound, menus, saves and look scoring. Use when building a new game's first playable version, or when a game looks like programmer art, feels flat or silent, or needs polish.

  • create-2d-physics

    Creates and fixes Unity 2D physics in both systems, 2D Physics Core and the legacy Rigidbody 2D system. Use when the user asks about any 2D physics task, even if neither system is named. Not for 3D physics.

  • create-tile-palette-or-rule-tiles

    Creates a 2D tile palette from sprites or textures, or makes tiles change based on their neighbours. Use when the user wants a tile palette or tiles that connect to their neighbours as they paint, even when they don't name them.

  • fix-3d-physics-collisions

    Diagnoses and fixes 3D PhysX collision, trigger, and raycast problems. Use when asked to fix OnCollisionEnter or OnTriggerEnter not firing, objects passing through each other, raycasts that miss, or a misbehaving MeshCollider.

  • generate-editor-search-query

    Generates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk.

  • implement-in-app-purchases

    Implements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, Adapty, Essential Kit, or Un

  • initialize-ai-navigation

    Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.

  • levelplay-unity-integration

    Integrates the LevelPlay ad mediation SDK via the Ads Mediation package. Use when the user asks about adding rewarded, interstitial, or banner ads, mediation or ad privacy setup, Android or iOS ad dependency build failures, or migrating from Unity Ads or IronSource APIs.

  • localize-unity-project

    Sets up Unity Localization, including locales, String and Asset Tables, and CJK fonts. Use when the user wants to add languages or translate UI text.

  • manage-sprite-atlas

    Manages SpriteAtlas assets through a prebuild pipeline, covering master and variant atlases, packing settings, and platform overrides. Use when asked to create or optimize sprite atlases.

  • migrate-birp-to-urp

    Plans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change.

  • new-unity-project

    Guides creating a new Unity project, from concept, platforms, and monetization to source control and packages. Use when the user asks to start a new game or prototype. Runs an opinionated paved path by default.

  • optimize-audio

    Optimizes audio memory, CPU cost, and playback quality through import settings and mixer configuration. Use when asked to reduce audio memory or Audio Mixer CPU cost, change clip Load Types, sample rates or codecs, or force 3D audio to mono.

  • optimize-text-mesh-pro

    Optimizes TextMeshPro rendering, memory, and font setup, including font asset stacks, fallback atlases, SDF quality, and worldspace text. Use when the user asks about TextMeshPro font assets, CJK font fallbacks, or TMP memory, build size, quality or performance, not about translating text.

  • optimize-web

    Optimizes Unity WebGL and WebGPU builds for smaller downloads, faster loading, and smoother browser performance. Use when asked to shrink a web build, speed up its load, or fix stutter, memory or battery problems in the browser.

  • setup-multiplayer-services

    Guides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features.

  • setup-vivox-voice-chat

    Adds and configures in-game voice and text chat with Unity Vivox. Use when asked to add voice or text chat to a multiplayer game, such as team channels, proximity voice, mute controls or private messages.

  • shader-graph-create-custom-node

    Generates custom Shader Graph nodes from HLSL code. Use when the user wants a new Shader Graph node or to make existing HLSL work as a reflected function node.

  • sprite-editor

    Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing.

  • sprite-segment-3x3grid

    Segments a Sprite texture into a 3x3 grid and outputs a pattern of cells matching the center cell's color. Use when asked to analyze, compare, or document a sprite's structure or color distribution.

  • ui-imgui

    Generates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code.

  • ui-ugui

    Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files.

  • ui-uitk

    Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding.

  • ui

    Routes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code.

  • unity-cli

    Controls Unity Editors and projects from the command line, including a running Editor. Use to install or manage Editors, licenses, or projects, set up version control, build, test, edit scenes, run C#, or run any unity command.

  • unity-package-management

    Adds, removes, upgrades, and finds Unity (UPM) packages from outside the Editor. Use for package installs, checking package IDs and versions, or choosing which packages a game needs.

  • unity-pipeline

    Control a Unity Editor or Player via the unity-pipeline package. Compile, run tests, eval, method-reload code, enter Play Mode, capture screenshots.

  • urp-postprocessing

    Sets up, configures, and debugs URP post-processing with the Volume framework. Use for bloom, tonemapping, color adjustments, depth of field, vignette, or other Volume overrides.

  • validate-urp-render-graph-renderer-feature

    Reviews a Unity 6 URP ScriptableRendererFeature that uses the Render Graph API, checking resource wiring, material binding, execution structure, and best practices. Use to validate a renderer feature.

View source on GitHub unity.com

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