Unity plugin for third-party agent platforms
安装
npx skills add Unity-Technologies/unity-agent-plugingh skill install Unity-Technologies/unity-agent-plugingit clone --depth 1 https://github.com/Unity-Technologies/unity-agent-plugin合集内的技能
- 2d Pixel PerfectUnity TechnologiesSets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or pixel art 2D game looks blurry, jittery, or misaligned. Not for HD 2D or high-resolution art.
- Asset Transformer ToolkitUnity TechnologiesImports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets, Actions, and LODs. Use for Pixyz or Asset Transformer imports, RuleSets, or ImporterScriptableObjects. Requires toolkit 4.0+.
- Audio Setup MixersUnity TechnologiesRoutes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in.
- Build GtkUnity TechnologiesBuilds node-based Editor tools with Unity Graph Toolkit (GTK) on Unity 6.6+: graphs, nodes, ports and validation, State Machine API tools on 6.7+, and runtime assets via a scripted importer. Use for custom graph, node or state machine editors, or migrating a GraphView tool. Not for Shader Graph, VFX Graph or Animator Controllers.
- Build Live GameUnity TechnologiesBuilds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, economies, cloud code, or remote config.
- Create 2d PhysicsUnity TechnologiesCreates and fixes Unity 2D physics in both systems, 2D Physics Core and the legacy Rigidbody 2D system, for any 2D physics question even if neither is named. Not for 3D physics.
- Create Tile Palette Or Rule TilesUnity TechnologiesCreate a 2D tile palette from sprites or textures, or make tiles change based on their neighbours. Use for tile palettes or self-connecting tiles, even when the user doesn't name them.
- Generate Editor Search QueryUnity TechnologiesGenerates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk.
- Implement In App PurchasesUnity TechnologiesImplements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, Adapty, Essential Kit, or UniPay.
- Initialize Ai NavigationUnity TechnologiesSets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.
- Levelplay Unity IntegrationUnity TechnologiesIntegrates the LevelPlay ad mediation SDK via the Ads Mediation package. Use when the user asks about adding rewarded, interstitial, or banner ads, mediation or ad privacy setup, Android or iOS ad dependency build failures, or migrating from Unity Ads or IronSource APIs.
- LocalizationUnity TechnologiesSets up and configures Unity Localization, including locales, String and Asset Tables, and CJK fonts. Use when the user asks to add languages, translate UI text, or mentions i18n or multilingual support.
- Manage Sprite AtlasUnity TechnologiesManages SpriteAtlas assets through a prebuild pipeline, covering master and variant atlases, packing settings, and platform overrides. Use when asked to create or optimize sprite atlases.
- Migrate Birp To UrpUnity TechnologiesPlans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change.
- New Unity ProjectUnity TechnologiesGuides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype.
- Optimize AudioUnity TechnologiesOptimizes audio memory, CPU cost, and playback quality through import settings and mixer configuration. Use when asked to reduce audio memory or Audio Mixer CPU cost, change clip Load Types, sample rates or codecs, or force 3D audio to mono.
- Optimize Text Mesh ProUnity TechnologiesOptimizes TextMeshPro rendering, memory, and font setup, including font asset stacks, fallback atlases, SDF quality, and worldspace text. Use when the user asks about TMP fonts, CJK or multilingual text, or text performance.
- Optimize WebUnity TechnologiesOptimizes Unity WebGL and WebGPU builds for smaller downloads and faster load. Use when a web build is too large or stutters, or the user asks about compression, stripping, shader variants, or web profiling.
- Physics 3d CollisionUnity TechnologiesDiagnoses 3D PhysX collision and trigger problems. Use when OnCollisionEnter or OnTriggerEnter doesn't fire, objects pass through each other, raycasts miss, or a MeshCollider misbehaves. Also answers 2D and DOTS physics best-effort if no dedicated skill is available.
- Setup Multiplayer ServicesUnity TechnologiesGuides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features.
- Setup Vivox Voice ChatUnity TechnologiesAdds and configures in-game voice and text chat with Unity Vivox. Use when the user asks about voice chat, microphone permissions, mute controls, proximity voice, team and lobby channels, or direct messages.
- Shader Graph Create Custom NodeUnity TechnologiesGenerates custom Shader Graph nodes from HLSL code. Use when the user wants a new Shader Graph node or to make existing HLSL work as a reflected function node.
- Sprite EditorUnity TechnologiesEdits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing.
- Sprite Segment 3x3gridUnity TechnologiesSegments a Sprite texture into a 3x3 grid and outputs a pattern of cells matching the center cell's color. Use when the user asks to analyze or document a sprite's structure or color distribution.
- UIUnity TechnologiesRoutes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code.
- UI ImguiUnity TechnologiesGenerates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code.
- UI UguiUnity TechnologiesUnderstands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files.
- Unity CliUnity TechnologiesControls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity command.
- Unity Package ManagementUnity TechnologiesAdds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor. Use for headless or CI package installs, verifying package IDs and versions, or choosing which packages a game needs. The Unity CLI doesn't manage packages.
- Urp PostprocessingUnity TechnologiesSets up, configures, and debugs URP post-processing with the Volume framework. Use for bloom, tonemapping, color adjustments, depth of field, vignette, or other Volume overrides.
- Validate Urp Render Graph Renderer FeatureUnity TechnologiesReviews a Unity 6 URP ScriptableRendererFeature that uses the Render Graph API, checking resource wiring, material binding, execution structure, and best practices. Use to validate a renderer feature.