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Claude Skills by IvanMurzak
github.com/IvanMurzak83 skills0 installs116 views
- Build CliBuild the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.Votes: 0GitHub stars: 4,387
- Github Pr Review FixReview and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.Votes: 0GitHub stars: 4,387
- Assets CopyCopy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.Votes: 0GitHub stars: 4,387
- Assets Create FolderCreate 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).Votes: 0GitHub stars: 4,387
- Assets DeleteDelete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.Votes: 0GitHub stars: 4,387
- Assets Find Built InSearch the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.Votes: 0GitHub stars: 4,387
- Assets FindSearch 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.Votes: 0GitHub stars: 4,387
- Assets Get DataGet asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' to find the asset first.Votes: 0GitHub stars: 4,387
- Assets Material CreateCreate a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing. Use 'assets-shader-list-all' to find a valid `shaderName`.Votes: 0GitHub stars: 4,387
- Assets ModifyModify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification surfaces are available (content, pathPatches, jsonPatch) — see the skill body for details.Votes: 0GitHub stars: 4,387
- Assets MoveMove or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.Votes: 0GitHub stars: 4,387
- Assets Prefab CloseClose 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.Votes: 0GitHub stars: 4,387
- Assets Prefab CreateCreate a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first.Votes: 0GitHub stars: 4,387
- Assets Prefab InstantiateInstantiate 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.Votes: 0GitHub stars: 4,387
- Assets Prefab OpenOpen the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.Votes: 0GitHub stars: 4,387
- Assets Prefab SaveSave 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.Votes: 0GitHub stars: 4,387
- Assets RefreshRefresh 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.Votes: 0GitHub stars: 4,387
- Assets Shader Get DataGet detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader first.Votes: 0GitHub stars: 4,387
- Assets Shader List AllList all shaders available in the project assets and packages, sorted by name. Use this to discover a valid `shaderName` for 'assets-material-create'.Votes: 0GitHub stars: 4,387
- Console Clear LogsClear 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.Votes: 0GitHub stars: 4,387
- Console Get LogsRetrieve Unity Editor logs from the MCP plugin's `LogCollector`, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.Votes: 0GitHub stars: 4,387
- Editor Application Get StateReturn the current state of `UnityEditor.EditorApplication` — playmode, paused state, compilation state, and related flags.Votes: 0GitHub stars: 4,387
- Editor Application Set StateStart / stop / pause the Unity Editor 'playmode'. Use 'editor-application-get-state' to inspect the current state first. Throws if the project currently has compilation errors.Votes: 0GitHub stars: 4,387
- Editor Selection GetGet 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.Votes: 0GitHub stars: 4,387
- Editor Selection SetSet 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.Votes: 0GitHub stars: 4,387
- Gameobject Component AddAdd 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.Votes: 0GitHub stars: 4,387
- Gameobject Component DestroyDestroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.Votes: 0GitHub stars: 4,387
- Gameobject Component GetGet 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.Votes: 0GitHub stars: 4,387
- Gameobject Component List AllList 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'.Votes: 0GitHub stars: 4,387
- Gameobject Component ModifyModify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available (componentDiff, pathPatches, jsonPatch) — see the skill body for details.Votes: 0GitHub stars: 4,387
- Gameobject CreateCreate 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.Votes: 0GitHub stars: 4,387
- Gameobject DestroyDestroy 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.Votes: 0GitHub stars: 4,387
- Gameobject DuplicateDuplicate a batch of GameObjects in the currently opened Prefab or active Scene. Marks each affected scene as dirty after duplication. Use 'gameobject-find' to locate the source GameObjects first.Votes: 0GitHub stars: 4,387
- Gameobject FindFind a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.Votes: 0GitHub stars: 4,387
- Gameobject ModifyModify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject) — see the skill body for details.Votes: 0GitHub stars: 4,387
- Gameobject Set ParentReparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.Votes: 0GitHub stars: 4,387
- Object Get DataGet serialized data for a Unity `UnityEngine.Object` — all serializable fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Pair with 'object-modify' when you need to write back.Votes: 0GitHub stars: 4,387
- Object ModifyModify 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.Votes: 0GitHub stars: 4,387
- Package AddInstall a Unity package from the registry, a Git URL, or a local path. Modifies `manifest.json` and triggers package resolution; may also trigger a domain reload — the final result is delivered after the reload via the request's `requestId`. Use 'package-search' / 'package-list' for discovery first.Votes: 0GitHub stars: 4,387
- Package ListList 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.Votes: 0GitHub stars: 4,387
- Package RemoveUninstall a UPM package from the Unity project. Modifies `manifest.json` and may trigger a domain reload — the final result is delivered after the reload via the request's `requestId`. Built-in packages and packages that are dependencies of others cannot be removed. Use 'package-list' to list installed packages first.Votes: 0GitHub stars: 4,387
- Package SearchSearch 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.Votes: 0GitHub stars: 4,387
- PingLightweight readiness probe. Returns the input `message` echoed back, or `'pong'` when omitted. Useful for CLI health checks and SignalR connectivity smoke tests.Votes: 0GitHub stars: 4,387
- Profiler Capture FrameCapture the current frame's timing info (delta time, FPS, frame counts, runtime). Snapshot only — historical frames live in Unity's Profiler window.Votes: 0GitHub stars: 4,387
- Profiler Clear DataDiscard all frames currently held by the Editor Profiler (UnityEditorInternal.ProfilerDriver.ClearAllFrames). Cannot be undone.Votes: 0GitHub stars: 4,387
- Profiler Enable ModuleToggle 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.Votes: 0GitHub stars: 4,387
- Profiler Get Memory StatsReturn memory statistics snapshot from UnityEngine.Profiling.Profiler — reserved, allocated, mono heap, graphics, etc. (in MB).Votes: 0GitHub stars: 4,387
- Profiler Get Rendering StatsReturn current frame timing, FPS, vsync, target frame rate, threading mode, and graphics device type from Unity Time / QualitySettings / SystemInfo.Votes: 0GitHub stars: 4,387
- Profiler Get Script StatsReturn script execution timing (frame time, fixed dt, time scale, frame count, runtime) plus Mono / GC memory usage in MB.Votes: 0GitHub stars: 4,387
- Profiler Get StatusReturn the Unity profiler's current enabled state, active modules, max-used memory, and platform support flag. Read-only.Votes: 0GitHub stars: 4,387