unity-script

Create and manage Unity C# scripts with templates and compile diagnostics.

Updated Apr 11, 2026
One-click install
npx skills add https://github.com/lrbjk/FenShen_Remake_V0 --skill unity-script-lrbjk
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-script
Source: https://github.com/lrbjk/FenShen_Remake_V0/tree/main/.codex/skills/unity-skills/skills/script
Command: npx skills add https://github.com/lrbjk/FenShen_Remake_V0 --skill unity-script-lrbjk

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill removes friction from creating, reading, modifying, and diagnosing Unity C# scripts by providing templates, batch creation to minimize Domain Reloads, and compile diagnostic feedback so developers avoid simple compile-time regressions and unnecessary development interruptions.

Core Features & Use Cases

  • Template-based script creation and batch operations: Generate MonoBehaviour, ScriptableObject, Editor, and EditorWindow classes and create multiple scripts in one call to reduce Domain Reload frequency.
  • Script maintenance and diagnostics: Read, find, append, replace, rename, move, delete, list scripts, and retrieve compile diagnostics and script metadata for rapid iteration and error resolution.
  • Use Case: Generate PlayerController and EnemyAI in a single batch, wait for Unity to recompile, then fetch compile feedback and attach the compiled component to a GameObject.

Quick Start

Create two scripts named PlayerController and EnemyAI in Assets/Scripts using script_create_batch and then request compile feedback after Unity finishes compiling.

Frequently Asked Questions about unity-script

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

FAQPage Schema
How do I batch create Unity C# scripts to minimize Domain Reloads?

Batch create Unity C# scripts by generating multiple MonoBehaviour or ScriptableObject classes in a single call to minimize Domain Reloads. This approach reduces development interruptions by compiling several scripts at once instead of individually.

Can I get compile diagnostics and feedback after generating Unity scripts?

You can retrieve compile diagnostics and feedback after Unity finishes recompiling generated scripts. The process returns the current compilation state and specific diagnostic information to help resolve compile-time regressions rapidly.

What is the correct way to name Unity scripts when using code generation?

Unity script names must be provided without the .cs extension during code generation. Enforcing this naming convention ensures the generated MonoBehaviour, Editor, or EditorWindow templates are created correctly within the Unity project workflow.

How do I rename, move, or delete Unity C# script files programmatically?

Rename, move, delete, and search Unity C# script files through supported script maintenance operations. These file operations allow rapid iteration and management of existing scripts within the Assets directory structure.

What Unity script templates are available for code generation?

Available Unity script templates for code generation include MonoBehaviour, ScriptableObject, Editor, and EditorWindow classes. Generating these templates provides standardized script structures ready for immediate development and component attachment.

Does this script management approach work for Unity Editor and EditorWindow classes?

This script management approach supports Unity Editor and EditorWindow classes alongside standard MonoBehaviour and ScriptableObject templates. It handles creation, reading, replacement, and diagnostics for these specific Unity editor workflows.