unity-editor-tools
Editor Tools
Use this skill for editor-wide diagnostics and control: console, project settings, menu items, windows, selection, package manager, and profiler. Hand off to a domain skill once the request narrows to scene, asset, or code work.
Use When
- The user asks for editor health checks, console logs, or profiler data.
- The user wants to inspect or change a project setting.
- The user wants to run a menu item, inspect windows, or manipulate the current selection.
- The user wants package manager or registry operations from the editor side.
Do Not Use When
- The task is primarily about a specific scene or prefab; use
unity-scene-createorunity-prefab-workflow. - The work is asset import or material edits; use
unity-asset-management. - The work is a C# refactor; use
unity-csharp-edit. - The user only needs Play Mode or test execution; use
unity-playmode-testing.
Preferred Flow
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-development-loop
Run Unity runtime development loops with gameplay-focused implementation and validation. Use when the user asks to iterate on runtime behavior, reproduce and fix a gameplay bug, or implement a Unity-side flow until acceptance criteria are met. Do not use for `.inputactions` authoring, read-only inspection, or Rust CLI-only work.
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`.
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