unity-development-loop
Unity Development Loop
Run Unity-side development as short, acceptance-driven loops. This skill chooses the smallest next change, the narrowest runtime check, and the lightest evidence set that can prove or disprove the current hypothesis.
Use When
- The user wants to implement and verify a Unity gameplay, input, or UI scenario.
- The task needs a repeatable loop of Unity-side code changes, Play Mode execution, evidence capture, and runtime confirmation.
- The user asks to iterate on a runtime bug until acceptance criteria are satisfied.
- The request needs screenshots, short video, console inspection, or profiler data as part of Unity runtime validation.
Do Not Use When
- The task is authoring
.inputactionsassets instead of validating runtime behavior. Useunity-input-system. - The task is read-only code or scene investigation with no planned change. Use the relevant inspection skill.
- The task is Rust CLI-only or does not require Unity runtime validation.
- The task is scene, prefab, or asset authoring without a runtime validation loop.
More from akiojin/unity-cli
unity-cli-usage
Bootstrap the unity-cli toolchain for Unity Editor automation. Use when verifying the unity-cli binary, choosing between typed subcommands and raw tool calls, switching active Unity instances, or troubleshooting host/port and install-mode issues. Do not use once a more specific Unity workflow skill applies; defer to `unity-scene-create`, `unity-csharp-edit`, `unity-editor-tools`, or another domain skill instead.
1unity-csharp-navigate
Explore Unity C# code without modifying files. Use when the user asks to read scripts, search text, find a symbol, trace references, inspect namespaces or packages, or understand where a class, method, or field is used. Do not use for code edits, renames, or refactors; use `unity-csharp-edit`. Do not use for scene inspection; use `unity-scene-inspect`.
1unity-playmode-testing
Drive Unity runtime verification with unity-cli. Use when the user asks to enter or exit play-mode, run an editmode or playmode test, simulate keyboard, mouse, gamepad, or touch input, capture a screenshot or video, or inspect current test status. Do not use for authoring input action assets; use `unity-input-system` instead.
1unity-scene-create
Create and bootstrap Unity scenes with unity-cli. Use when the user asks to create a new scene, load or save a scene, add starter GameObjects, or attach initial components while bootstrapping a level or test scene. Do not use for editing existing GameObjects in place; use `unity-gameobject-edit`. Do not use inside prefab edit mode; use `unity-prefab-workflow` instead.
1unity-scene-inspect
Inspect Unity scenes without mutating them. Use when the user asks to analyze scene hierarchy, list scenes, find a gameobject by name or component, inspect component values, review object references, or query animator state. Do not use for creating scenes; use `unity-scene-create`. Do not use for editing GameObjects; use `unity-gameobject-edit`.
1unity-input-system
Configure Unity Input System assets with unity-cli. Use when the user asks to create or remove an action map, add or remove an action or binding, set up a composite binding, inspect an input actions asset, or manage a control scheme. Do not use for runtime input simulation during tests; use `unity-playmode-testing`.
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