unity-editor-toolkit

Automate Unity Editor tasks via a WebSocket-based JSON-RPC interface.

95|11|Updated Oct 13, 2025
One-click install
npx skills add https://github.com/Dev-GOM/claude-code-marketplace --skill unity-editor-toolkit
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-editor-toolkit
Source: https://github.com/Dev-GOM/claude-code-marketplace/tree/main/plugins/unity-editor-toolkit/skills
Command: npx skills add https://github.com/Dev-GOM/claude-code-marketplace --skill unity-editor-toolkit

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires websocket-sharp, Newtonsoft.Json, Cysharp.UniTask, SQLite-net, and includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill eliminates the manual, repetitive work of Unity Editor operations, allowing you to control and automate your Unity projects programmatically.

Core Features & Use Cases

  • Real-time Editor Control: Execute 500+ commands across 25 Unity categories via WebSocket communication.
  • Database Integration: Real-time GameObject synchronization with GUID-based persistence across Unity sessions.
  • Use Case: Imagine you need to create 50 GameObjects with specific transforms and components. Use this Skill to automate the entire process with batch operations and undo/redo support.
  • ScriptableObject Management: Complete CRUD operations with full array/list support and all field types.

Quick Start

In your Unity project, find the GameObject named "Player" and set its position to coordinates (10, 5, 0).

Frequently Asked Questions about unity-editor-toolkit

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I automate repetitive Unity Editor tasks without writing custom tools?

Automate Unity Editor tasks via a WebSocket-based JSON-RPC interface that executes 500+ commands across 25 categories—GameObject manipulation, Transform adjustments, Scene management, Component operations, Asset handling, and ScriptableObject CRUD—enabling batch operations and undo/redo workflows without manual intervention.

Can I control Unity Editor operations programmatically in real time?

Yes, real-time Editor control sends commands through WebSocket communication to execute GameObject creation, Transform positioning, Component attachment, and menu operations instantly. GUID-based persistence with SQLite synchronizes changes across Unity sessions and multiple scenes automatically.

How do I synchronize GameObjects and scenes across multiple Unity Editor instances?

Multi-scene synchronization uses GUID-based persistence stored in SQLite to maintain GameObject state, transforms, and component data across sessions. Auto migration ensures data consistency when schemas change, and localhost-only access with path traversal and SQL injection protections secures the connection.

What's the best way to batch-create GameObjects with specific transforms and components?

Send multiple commands in sequence through the JSON-RPC interface to create GameObjects, set transforms to exact coordinates, and attach components with configured properties. Undo/redo support lets you revert entire batch operations if needed.

Does this support ScriptableObject management with array and list fields?

Full CRUD operations handle all ScriptableObject field types including arrays and lists. Create, read, update, and delete ScriptableObjects programmatically with complete field-level control through the WebSocket command interface.

What security measures protect the Unity Editor automation interface?

Built-in protections prevent path traversal attacks, SQL injection via SQLite operations, and JSON injection in command parsing. Localhost-only access restricts connections to the local machine, with robust logging for audit trails and debugging.

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