What problem does it solve? Managing C# scripts in a Unity project involves repetitive file operations and slow compile-check cycles. This Skill automates script creation, editing, searching, refactoring, and compile error checking so you can iterate on gameplay code without manual file manipulation. ## Core Features & Use Cases - Script Lifecycle Management: Create scripts from MonoBehaviour, ScriptableObject, Editor, or EditorWindow templates, then read, replace, append, rename, move, or delete them programmatically. - Batch Creation: Use script_create_batch to create multiple scripts in one call, triggering only a single Unity Domain Reload instead of one per file. - Search & Compile Feedback: Search across scripts with plain text or regex patterns, and retrieve compile diagnostics for any script after Unity finishes recompiling. - Use Case: When scaffolding a new feature, batch-create a PlayerController, EnemyAI, and GameSettings ScriptableObject in one call, wait for the Domain Reload, then check compile feedback and fix any reported errors. ## Quick Start Ask the AI to create a new MonoBehaviour C# script named PlayerController in Assets/Scripts/Player and check for compile errors afterward.