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.
Adopted by
Most recently taken up by
- poorvith-mp/skills-gamedevtheir own version, first seen Aug 19, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- poorvith-mp/skills-gamedev★ 4same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository34 other files it gives its agents.
- unity-mcp-skillsSkill
- unity-animatorSkill
- unity-assetSkill
- unity-cameraSkill
- unity-cinemachineSkill
- unity-cleanerSkill
- unity-componentSkill
- unity-consoleSkill
- unity-editorSkill
- unity-eventSkill
- unity-gameobjectSkill
- unity-importerSkill
- unity-lightSkill
- unity-materialSkill
- unity-navmeshSkill
- unity-optimizationSkill
- unity-packageSkill
- unity-perceptionSkill
- unity-physicsSkill
- unity-prefabSkill
- unity-probuilderSkill
- unity-projectSkill
- unity-sceneSkill
- unity-scriptableobjectSkill
- unity-scriptSkill
- unity-shaderSkill
- unity-smartSkill
- unity-terrainSkill
- unity-testSkill
- unity-timelineSkill
- unity-uiSkill
- unity-uitoolkitSkill
- unity-validationSkill
- unity-xrSkill
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
- Very specific: line 18
Do NOT use for one-shot operations — those belong in recipes/<domain>/ and run through Unity_RunCommand.
- Very specific: line 23
If a matching tool exists, install via Unity_CreateScript at the path the tool file specifies.
- Very specific: line 24
Wait for Unity to recompile — poll EditorApplication.isCompiling (see UI Authoring Loop Phase 1 in ../ui/SKILL.md).
- Very specific: line 25
Call the installed menu items via EditorApplication.ExecuteMenuItem.
- Distinctive: line 27
If no tool covers the case, write one — but check first.
≈ “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
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 viaUnity_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 attooling/<domain>/.
Do NOT use for one-shot operations — those belong in recipes/<domain>/ and run through Unity_RunCommand.
Routing
- Open
../../tooling/<domain>/README.mdfor the domain that matches the task (e.g.tooling/ui/). - If a matching tool exists, install via
Unity_CreateScriptat the path the tool file specifies. - Wait for Unity to recompile — poll
EditorApplication.isCompiling(see UI Authoring Loop Phase 1 in../ui/SKILL.md). - Call the installed menu items via
EditorApplication.ExecuteMenuItem.
If no tool covers the case, write one — but check first.
Available domains
| Domain | Folder | Tools |
| test | ../../tooling/test/ | test_runner_tool |
| ui | ../../tooling/ui/ | ui_screenshot_tool |
Common Mistakes
- Pasting a
tooling/C# block intoUnity_RunCommand. These are install-once Editor scripts, notIRunCommandbodies — they will not compile in the RunCommand context. Always install viaUnity_CreateScriptat the path the tool file specifies. - Calling
EditorApplication.ExecuteMenuItemimmediately after install. Unity needs to recompile the new script before the menu items register. PollisCompilingfirst. - Treating
tooling/files as compile/run-gated likerecipes/. They have no validation gate — install into a scratch project once before trusting at scale.
Does it work?
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- It worked
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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.

