unity-script

Create, read, and modify Unity C# scripts with compile diagnostics.

Updated Apr 15, 2026
One-click install
npx skills add https://github.com/Yuan-Zzzz/FrogRE --skill unity-script-yuan-zzzz
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-script
Source: https://github.com/Yuan-Zzzz/FrogRE/tree/main/.codex/skills/unity-skills/skills/script
Command: npx skills add https://github.com/Yuan-Zzzz/FrogRE --skill unity-script-yuan-zzzz

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a reliable, guard-railed workflow for creating, reading, modifying, and diagnosing Unity C# scripts so developers can avoid repetitive file edits and unnecessary Domain Reloads that disrupt iteration.

Core Features & Use Cases

  • Script authoring: Create single or batch C# scripts from templates (MonoBehaviour, ScriptableObject, Editor, EditorWindow).
  • Script maintenance: Read, append, find-and-replace, rename, move, and delete scripts while checking compilation status.
  • Diagnostics & workflow: Return compile feedback, minimize domain reloads via batch creation, and support refactor or component-attachment workflows in Unity projects.

Quick Start

Create a new MonoBehaviour named PlayerController in Assets/Scripts/Player using the script_create_batch workflow to minimize Domain Reloads.

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 using the script_create_batch workflow to generate multiple MonoBehaviour or ScriptableObject files at once, minimizing disruptive Domain Reloads during iterative development. This approach groups file generation operations into a single compilation cycle.

What is the best way to manage MonoBehaviour script refactoring in Unity?

Manage MonoBehaviour script refactoring by utilizing find-and-replace, rename, and move operations while monitoring compile diagnostics. This workflow ensures structural changes are tracked and validated against Unity's compilation status to prevent broken references.

Can I get compile diagnostics feedback after modifying Unity C# scripts?

Yes, you can get compile diagnostics feedback after modifying Unity C# scripts. The workflow returns compile feedback to verify script validity and coordinates Unity domain reloads, ensuring errors are caught immediately after file creation or replacement operations.

Does this workflow support creating EditorWindow and ScriptableObject scripts?

Yes, this workflow supports creating EditorWindow and ScriptableObject scripts. It handles authoring for standard MonoBehaviour, ScriptableObject, Editor, and EditorWindow templates, allowing single or batch generation directly within Unity project directories.

Why does Unity domain reload disrupt script iteration and how can I avoid it?

Unity domain reloads disrupt script iteration by pausing the editor for compilation. Avoid unnecessary reloads by using batch creation workflows to group multiple C# script files into a single generation pass, reducing the frequency of compilation cycles.

How do I append code or find-and-replace text in existing Unity C# scripts?

Append code or find-and-replace text in existing Unity C# scripts using dedicated maintenance operations. The workflow supports reading, appending, and targeted find-and-replace modifications while checking compilation status to ensure script integrity throughout the process.