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batihandevbatihandev/unity-mcp-skills/skills/tooling/SKILL.md

unity-tooling

Skill7 starsChanged 7 months agoMITView on GitHub

Use when about to write or install a custom Editor script, add a [MenuItem], build a custom Editor window, or create a one-off Editor helper — to check whether a ready-to-paste template already exists in tooling/<domain>/ before reaching for Unity_CreateScript.

1 other project uses a version of this.

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The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 1 is distinctive, and 4 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 4

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Do NOT use for one-shot operations — those belong in recipes/<domain>/ and run through Unity_RunCommand.

    line 18
  2. Very specific:

    If a matching tool exists, install via Unity_CreateScript at the path the tool file specifies.

    line 23
  3. Very specific:

    Wait for Unity to recompile — poll EditorApplication.isCompiling (see UI Authoring Loop Phase 1 in ../ui/SKILL.md).

    line 24
  4. Very specific:

    Call the installed menu items via EditorApplication.ExecuteMenuItem.

    line 25
  5. Distinctive:

    If no tool covers the case, write one — but check first.

    line 27

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Tooling Index

Install-once Editor script templates live under ../../tooling/<domain>/. Check here before writing a new Editor script from scratch.

When to Use

Reach for tooling/ when the task needs a persistent Editor-side helper rather than a one-shot Unity_RunCommand body. Signals:

  • About to paste a [MenuItem("Tools/...")] script via Unity_CreateScript.
  • Need a tool the user re-runs from the Editor menu later (screenshots, exporters, custom build steps, batch operations).
  • A recipe in recipes/<domain>/ carries a "Prerequisite: install Editor script" note pointing at tooling/<domain>/.

Do NOT use for one-shot operations — those belong in recipes/<domain>/ and run through Unity_RunCommand.

Routing

  1. Open ../../tooling/<domain>/README.md for the domain that matches the task (e.g. tooling/ui/).
  2. If a matching tool exists, install via Unity_CreateScript at the path the tool file specifies.
  3. Wait for Unity to recompile — poll EditorApplication.isCompiling (see UI Authoring Loop Phase 1 in ../ui/SKILL.md).
  4. Call the installed menu items via EditorApplication.ExecuteMenuItem.

If no tool covers the case, write one — but check first.

Available domains

DomainFolderTools
test../../tooling/test/test_runner_tool
ui../../tooling/ui/ui_screenshot_tool

Common Mistakes

  • Pasting a tooling/ C# block into Unity_RunCommand. These are install-once Editor scripts, not IRunCommand bodies — they will not compile in the RunCommand context. Always install via Unity_CreateScript at the path the tool file specifies.
  • Calling EditorApplication.ExecuteMenuItem immediately after install. Unity needs to recompile the new script before the menu items register. Poll isCompiling first.
  • Treating tooling/ files as compile/run-gated like recipes/. They have no validation gate — install into a scratch project once before trusting at scale.

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