Agent SkillsBesty0728/Unity-Skills › unity-editor

unity-editor

GitHub

控制Unity编辑器状态,支持进入/退出/暂停Play模式、选中对象、撤销重做及执行菜单命令。需严格区分读写权限,注意高危操作在特定模式下受限,避免使用不存在的命令名。

SkillsForUnity/unity-skills~/skills/editor/SKILL.md Besty0728/Unity-Skills

Trigger Scenarios

用户要求进入或退出Play Mode 需要选中或获取当前选中的游戏对象 执行撤销或重做操作 通过菜单路径执行编辑器命令

Install

npx skills add Besty0728/Unity-Skills --skill unity-editor -g -y
More Options

Non-standard path

npx skills add https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/editor -g -y

Use without installing

npx skills use Besty0728/Unity-Skills@unity-editor

指定 Agent (Claude Code)

npx skills add Besty0728/Unity-Skills --skill unity-editor -a claude-code -g -y

安装 repo 全部 skill

npx skills add Besty0728/Unity-Skills --all -g -y

预览 repo 内 skill

npx skills add Besty0728/Unity-Skills --list

SKILL.md

Frontmatter
{
    "name": "unity-editor",
    "description": "Control the Unity Editor — enter\/exit\/pause play mode, select objects, undo\/redo, and execute menu items. Use when driving Editor state, entering or leaving play mode, changing the selection, or running menu commands, even if the user just says \"进入运行\" or \"选中物体\". 控制 Unity 编辑器(进入\/退出\/暂停 play mode、选中对象、撤销\/重做、执行菜单项);当用户要操控编辑器状态、进出 play mode、改变选中、或运行菜单命令时使用。"
}

Unity Editor Skills

Control the Unity Editor itself - enter play mode, manage selection, undo/redo, and execute menu items.

Operating Mode

  • Approval:本模块 Mixed —— editor_get_selection / editor_get_context / editor_get_state / editor_get_tags / editor_get_layersSkillMode.SemiAuto,可直接执行;其余 editor_select / editor_undo / editor_redo / editor_execute_menu 默认 FullAuto,Approval 模式下需 grant。
  • Auto / Bypass:FullAuto 直接执行。
  • 含 NeverInSemi 高危 skilleditor_play / editor_stop / editor_pause(标 MayEnterPlayMode = true,进出 PlayMode 会丢失运行时改动)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。

DO NOT (common hallucinations):

  • editor_run does not exist → use editor_play to enter play mode
  • editor_compile / editor_recompile do not exist → use debug_force_recompile
  • editor_save does not exist → use editor_execute_menu with menuPath "File/Save"
  • editor_execute_menu requires exact menu path — typos cause silent failure

Routing:

  • For compilation check → use debug module's debug_check_compilation
  • For console errors → use debug module's debug_get_errors
  • For scene save → scene_save (scene module) or editor_execute_menu menuPath="File/Save"

Skills Overview

Skill Description
editor_play Enter play mode
editor_stop Exit play mode
editor_pause Toggle pause
editor_select Select GameObject
editor_get_selection Get selected objects
editor_get_context Get full editor context (selection, assets, scene)
editor_undo Undo last action
editor_redo Redo last action
editor_get_state Get editor state
editor_execute_menu Execute menu item
editor_get_tags Get all tags
editor_get_layers Get all layers
console_set_pause_on_error Pause play mode on error (console module)

Skills

editor_play

Enter play mode. Warning: any unsaved scene changes made during Play mode will be lost when exiting.

Returns: {success, mode, jobId}mode="playing", jobId returned from AsyncJobService so callers can poll entering_play_mode completion.

editor_stop

Exit play mode.

Returns: {success, mode}mode="stopped".

editor_pause

Toggle pause state.

Returns: {success, paused}paused is the new boolean state.

editor_select

Select a GameObject.

Parameter Type Required Description
name string No* Object name
instanceId int No* Instance ID (preferred)
path string No* Object path

*One identifier required

editor_get_selection

Get currently selected objects.

Returns: {count, objects: [{name, instanceId}]}

editor_get_context

Get full editor context including selection, assets, and scene info.

Parameter Type Required Default Description
includeComponents bool No false Include component list
includeChildren bool No false Include children info

Returns:

  • selectedGameObjects: Objects in Hierarchy (instanceId, path, tag, layer)
  • selectedAssets: Assets in Project window (GUID, path, type, isFolder)
  • activeScene: Current scene info (name, path, isDirty)
  • focusedWindow: Name of focused editor window
  • isPlaying, isCompiling: Editor state

editor_undo

Undo the last action.

editor_redo

Redo the last undone action.

editor_get_state

Get current editor state.

Returns: {isPlaying, isPaused, isCompiling, timeSinceStartup, unityVersion, platform}

editor_execute_menu

Execute a menu command.

Parameter Type Required Description
menuPath string Yes Menu item path

Common Menu Paths:

Menu Path Action
File/Save Save current scene
File/Build Settings... Open build settings
Edit/Play Toggle play mode
GameObject/Create Empty Create empty object
Window/General/Console Open console
Assets/Refresh Refresh assets

editor_get_tags

Get all available tags.

Returns: {tags: [string]}

editor_get_layers

Get all available layers.

Returns: {layers: [{index, name}]}

Pause On Error

Pause-on-error is provided by the console module, not the editor module.

Use console_set_pause_on_error from console/SKILL.md.


Example Usage

import unity_skills

# Check editor state before operations
state = unity_skills.call_skill("editor_get_state")
if state['isCompiling']:
    print("Wait for compilation to finish")

# Get full context (useful for understanding current state)
context = unity_skills.call_skill("editor_get_context", includeComponents=True)
for obj in context['selectedGameObjects']:
    print(f"Selected: {obj['name']} (ID: {obj['instanceId']})")

# Select and operate on object
unity_skills.call_skill("editor_select", name="Player")
selection = unity_skills.call_skill("editor_get_selection")

# Safe experimentation with undo
unity_skills.call_skill("gameobject_delete", name="TestObject")
unity_skills.call_skill("editor_undo")  # Restore if needed

# Execute menu command
unity_skills.call_skill("editor_execute_menu", menuPath="File/Save")

Best Practices

  1. Check editor state before play mode operations
  2. Don't modify scene during play mode (changes lost)
  3. Use undo for safe experimentation
  4. Use editor_get_context to get instanceId for batch operations
  5. Menu commands must match exact paths

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Version History

  • ec9f870 Current 2026-07-05 14:39

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