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 bridgeUnity-MCP(IvanMurzak) - Editor & Runtime supportmcp-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
- Assembly Definitions: Organize code with .asmdef files for faster compilation
- Serialization: Use [SerializeField] for inspector exposure while keeping fields private
- Null Checks: Always validate component references in Awake/Start
- Object Pooling: Avoid runtime instantiation for frequently spawned objects
- Coroutines: Use for time-based operations, avoid heavy logic
- 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 |