unity-plugins
Skill3 starsChanged 2 months agoMITView on GitHub
Regenerates gitignored Unity plugin DLLs under Assets/Plugins/Core from src/. MUST be loaded and followed before any Unity Editor, Unity MCP, Assets/Scripts, scene, prefab, play-mode, or E2E work starts — including when the Editor is already open. Also pins Unity MCP once per session to this checkout (other GlobalStrategy clones and worktrees are different projects).
In this repository45 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .cursor/rules/issue-clarification-questions.mdcCursor rule
- .cursor/rules/reset-font-assets.mdcCursor rule
- .cursor/rules/src-dotnet-build-release.mdcCursor rule
- .cursor/rules/unity-plugins-before-work.mdcCursor rule
- codex-issueSkill
- commitSkill
- complete-prdSkill
- dependency-docsSkill
- dotnet-buildSkill
- dotnet-testSkill
- generate-imageSkill
- implementSkill
- meeting-joinSkill
- meeting-scheduleSkill
- meeting-startSkill
- plan-reviewSkill
- planSkill
- prSkill
- specifySkill
- unity-e2e-runSkill
- unity-pluginsSkill
- add-terminal-commandSkill
- dependency-docsSkill
- dotnet-benchmarkSkill
- dotnet-buildSkill
- dotnet-testSkill
- end-game-score-calibrationSkill
- flag-assetsSkill
- github-issue-automationSkill
- image-generationSkill
- localizationSkill
- meeting-joinSkill
- meeting-scheduleSkill
- meeting-startSkill
- milestone-completeSkill
- province-config-generatorSkill
- unity-e2e-runSkill
- unity-prefabsSkill
- unity-scenesSkill
- update-branchSkill
- cursor-meeting-joinSkill
- cursor-meeting-startSkill
- unity-pluginsSkill
The file
We split this skill into the rules it gives an agent
12 rules. About 0 are common, 4 are distinctive, and 8 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
8
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 20
Run this skill before the first Unity action in the session, whenever the task will:
- Very specific: line 23
use Unity MCP (refresh_unity, manage_scene, manage_gameobject, read_console, execute_code, …)
- Very specific: line 26
run the unity-e2e-run skill
- Distinctive: line 41
Read the command output:
- Distinctive: line 47
stop: Do not start Unity work on missing/stale plugins.
- Very specific: line 49
Do not git add anything under Assets/Plugins/Core/ except newly authored *.dll.meta files for a brand-new plugin assembly.
- Very specific: line 55
Do this once before the first Unity MCP tool or resource call in the session — including refresh_unity after a rebuild.
- Very specific: line 59
Every GlobalStrategy clone and git worktree usually appears as instance name GlobalStrategy.
- Very specific: line 63
Read mcpforunity://instances.
- Very specific: line 73
If none match: stop. Report the connected path versus this workspace.
- Very specific: line 74
Do not refresh_unity, edit scenes or assets, or otherwise interact.
- Distinctive: line 75
Ask the user to open this checkout in the Editor.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Unity plugin DLLs
Assets/Plugins/Core/*.dll (and *.deps.json) are not committed. Unity
consumes them as local build output. Before touching the Editor, MCP, or any
Unity-side asset/script, make sure those DLLs exist and are current, and that
any Unity MCP instance you will call is this checkout.
When (mandatory)
Run this skill before the first Unity action in the session, whenever the task will:
- use Unity MCP (
refresh_unity,manage_scene,manage_gameobject,read_console,execute_code, …) - edit
Assets/Scripts/, scenes, prefabs, UXML/USS, or ScriptableObjects - run the
unity-e2e-runskill - otherwise need the Editor to compile against
src/types
Skip only when the work is purely src/ / docs / scripts and will not open or
drive Unity.
Unattended issue automation with no Editor still runs this if the run will
execute /dotnet-build Release for Unity-consumed types; it is cheap when
up to date.
Steps
- From the project root (no
cd), runpython scripts/unity/ensure_plugin_dlls.py(prefer.venv\Scripts\python.exewhen that venv is present). - Read the command output:
UP_TO_DATE:— continue.REBUILDING:/REBUILT:— continue. If Unity MCP will be used, pin this checkout first (next section), thenrefresh_unityandread_console(types=["error"]).- non-zero exit — read
.tmp/dotnet-build.log(the script writes it) and stop. Do not start Unity work on missing/stale plugins.
- Do not
git addanything underAssets/Plugins/Core/except newly authored*.dll.metafiles for a brand-new plugin assembly. Never commit*.dll,*.pdb,*.deps.json, or*.xmlfrom that folder.
Once per session: pin Unity MCP to this checkout
Do this once before the first Unity MCP tool or resource call in the
session — including refresh_unity after a rebuild. Skip when MCP will not
be used (DLL-only ensure, or unattended automation with no Editor).
Every GlobalStrategy clone and git worktree usually appears as instance name
GlobalStrategy. Name is not identity. Drive only the Editor whose
project root is this workspace.
- Read
mcpforunity://instances. If empty: interactive work stops and asks the user to open this checkout in Unity; unattended automation skips MCP as today. - For each instance:
set_active_instance, then read the project path — prefermcpforunity://project/info(assetsPath/ project path if present), otherwiseexecute_codereturningApplication.dataPath. That identity probe is the only MCP call allowed before a match. - Unity project root is the parent of
.../Assets. Compare it to this workspace root after normalizing separators and, on Windows, case. Keep the matching instance pinned. - If none match: stop. Report the connected path versus this workspace.
Do not
refresh_unity, edit scenes or assets, or otherwise interact. Ask the user to open this checkout in the Editor. Do not close or switch their other Editor for them.
After src/ edits
This skill does not replace the standing /dotnet-build Release requirement
in .claude/rules/workflow.md. After changing src/, still Release-build
(the ensure script will no-op if it already did). Still do not commit the DLLs.
Editor-side counterpart
Opening Unity also regenerates missing/stale DLLs via
Assets/Scripts/Editor/PluginDlls/PluginDllRegenerator.cs. Do not wait on
that instead of this skill — agents must ensure plugins before they start
Editor work. Manual force: GS/Plugins/Regenerate Core DLLs.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

