Agent Skills: Unity Development Skill

Unity Engine integration skill for project setup, C# scripting, scene management, prefab creation, and editor automation. Enables LLMs to interact with Unity Editor through MCP servers for asset manipulation, script generation, and automated workflows.

UncategorizedID: a5c-ai/babysitter/unity-development

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pnpm dlx add-skill https://github.com/a5c-ai/babysitter/tree/HEAD/plugins/babysitter/skills/babysit/process/specializations/game-development/skills/unity-development

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plugins/babysitter/skills/babysit/process/specializations/game-development/skills/unity-development/SKILL.md

Skill Metadata

Name
unity-development
Description
Unity Engine integration skill for project setup, C# scripting, scene management, prefab creation, and editor automation. Enables LLMs to interact with Unity Editor through MCP servers for asset manipulation, script generation, and automated workflows.

Unity Development Skill

Comprehensive Unity Engine development integration for AI-assisted game creation, editor automation, and project management.

Overview

This skill provides capabilities for interacting with Unity projects, including C# scripting, scene manipulation, prefab management, and build automation. It leverages the Unity MCP ecosystem for direct editor integration when available.

Capabilities

Project Management

  • Create and configure Unity projects
  • Manage project settings (Player Settings, Quality Settings, etc.)
  • Configure package dependencies via Package Manager
  • Set up Assembly Definitions for code organization

C# Scripting

  • Generate MonoBehaviour scripts with proper lifecycle methods
  • Create ScriptableObjects for data-driven design
  • Implement interfaces (ISerializationCallbackReceiver, etc.)
  • Write custom Editor scripts and PropertyDrawers
  • Generate unit tests using Unity Test Framework

Scene Management

  • Create and modify scenes programmatically
  • Instantiate and configure GameObjects
  • Set up scene hierarchies and parent/child relationships
  • Configure lighting, cameras, and post-processing

Prefab System

  • Create and modify prefab assets
  • Handle prefab variants and overrides
  • Generate prefab instances with modifications
  • Manage nested prefabs

Asset Pipeline

  • Import and configure assets (textures, models, audio)
  • Set up asset bundles and addressables
  • Configure import settings for optimization
  • Generate placeholder assets

Build System

  • Configure build settings for multiple platforms
  • Create build scripts for automation
  • Set up CI/CD build pipelines
  • Manage platform-specific configurations

Prerequisites

Unity Installation

  • Unity 2021.3 LTS or higher recommended
  • Unity Editor installed with required modules

MCP Server (Recommended)

For direct Unity Editor integration:

{
  "mcpServers": {
    "unity": {
      "command": "npx",
      "args": ["-y", "unity-mcp"],
      "env": {
        "UNITY_PROJECT_PATH": "/path/to/unity/project"
      }
    }
  }
}

Alternative MCP servers:

  • unity-mcp (CoplayDev) - Official Unity MCP bridge
  • Unity-MCP (IvanMurzak) - Editor & Runtime support
  • mcp-unity (CoderGamester) - Cursor/Claude Code integration

Usage Patterns

Creating a MonoBehaviour Script

using UnityEngine;

public class PlayerController : MonoBehaviour
{
    [Header("Movement Settings")]
    [SerializeField] private float moveSpeed = 5f;
    [SerializeField] private float jumpForce = 10f;

    [Header("Ground Check")]
    [SerializeField] private Transform groundCheck;
    [SerializeField] private float groundRadius = 0.2f;
    [SerializeField] private LayerMask groundLayer;

    private Rigidbody2D rb;
    private bool isGrounded;

    private void Awake()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    private void Update()
    {
        isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, groundLayer);
        HandleInput();
    }

    private void FixedUpdate()
    {
        HandleMovement();
    }

    private void HandleInput()
    {
        if (Input.GetButtonDown("Jump") && isGrounded)
        {
            rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
        }
    }

    private void HandleMovement()
    {
        float horizontal = Input.GetAxisRaw("Horizontal");
        rb.velocity = new Vector2(horizontal * moveSpeed, rb.velocity.y);
    }
}

Creating a ScriptableObject

using UnityEngine;

[CreateAssetMenu(fileName = "NewEnemyData", menuName = "Game/Enemy Data")]
public class EnemyData : ScriptableObject
{
    [Header("Basic Info")]
    public string enemyName;
    public Sprite icon;

    [Header("Stats")]
    public int maxHealth = 100;
    public float moveSpeed = 3f;
    public int damage = 10;

    [Header("Combat")]
    public float attackRange = 2f;
    public float attackCooldown = 1.5f;

    [Header("Rewards")]
    public int experienceReward = 50;
    public GameObject[] lootDrops;
}

Editor Script Example

using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(EnemyData))]
public class EnemyDataEditor : Editor
{
    public override void OnInspectorGUI()
    {
        EnemyData enemyData = (EnemyData)target;

        EditorGUILayout.BeginHorizontal();
        if (enemyData.icon != null)
        {
            GUILayout.Box(enemyData.icon.texture, GUILayout.Width(64), GUILayout.Height(64));
        }
        EditorGUILayout.BeginVertical();
        EditorGUILayout.LabelField(enemyData.enemyName, EditorStyles.boldLabel);
        EditorGUILayout.LabelField($"HP: {enemyData.maxHealth} | DMG: {enemyData.damage}");
        EditorGUILayout.EndVertical();
        EditorGUILayout.EndHorizontal();

        EditorGUILayout.Space();
        DrawDefaultInspector();
    }
}

Integration with Babysitter SDK

Task Definition Example

const unityScriptTask = defineTask({
  name: 'unity-script-generation',
  description: 'Generate Unity C# script',

  inputs: {
    scriptType: { type: 'string', required: true }, // MonoBehaviour, ScriptableObject, Editor
    className: { type: 'string', required: true },
    features: { type: 'array', required: true },
    outputPath: { type: 'string', required: true }
  },

  outputs: {
    scriptPath: { type: 'string' },
    success: { type: 'boolean' }
  },

  async run(inputs, taskCtx) {
    return {
      kind: 'skill',
      title: `Generate Unity script: ${inputs.className}`,
      skill: {
        name: 'unity-development',
        context: {
          operation: 'generate_script',
          scriptType: inputs.scriptType,
          className: inputs.className,
          features: inputs.features,
          outputPath: inputs.outputPath
        }
      },
      io: {
        inputJsonPath: `tasks/${taskCtx.effectId}/input.json`,
        outputJsonPath: `tasks/${taskCtx.effectId}/result.json`
      }
    };
  }
});

MCP Server Integration

Available MCP Tools (via unity-mcp)

| Tool | Description | |------|-------------| | unity_create_gameobject | Create new GameObject in scene | | unity_modify_component | Add/modify component on GameObject | | unity_create_script | Generate and attach C# script | | unity_build | Trigger Unity build | | unity_run_tests | Execute Unity Test Framework tests | | unity_import_asset | Import and configure assets | | unity_scene_hierarchy | Query scene structure | | unity_project_settings | Read/modify project settings |

Configuration

{
  "mcpServers": {
    "unity": {
      "command": "uvx",
      "args": ["unity-mcp"],
      "env": {
        "UNITY_PROJECT_PATH": "C:/Projects/MyGame",
        "UNITY_VERSION": "2022.3.20f1"
      }
    }
  }
}

Best Practices

  1. Assembly Definitions: Organize code with .asmdef files for faster compilation
  2. Serialization: Use [SerializeField] for inspector exposure while keeping fields private
  3. Null Checks: Always validate component references in Awake/Start
  4. Object Pooling: Avoid runtime instantiation for frequently spawned objects
  5. Coroutines: Use for time-based operations, avoid heavy logic
  6. Events: Use UnityEvent or C# events for decoupled communication

Platform Considerations

| Platform | Key Considerations | |----------|-------------------| | PC/Mac | Memory less constrained, full shader support | | Mobile | Texture compression, draw call batching, thermal limits | | Console | Certification requirements, memory budgets, TCR compliance | | WebGL | No threading, limited memory, shader restrictions |

References