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JobPlugins

Unity plugin for Claude

What it does

Unity's official plugin for Claude Code, with curated skills for game development, monetization, and performance optimization.

Commands

What you can type in Claude after adding this plugin.

  • /unity:2d-pixel-perfect

    Sets 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.

Show 32 more
  • /unity:asset-transformer-toolkit

    In the Unity Editor, imports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets, Actions, and LODs. Use for Pixyz imports in a Unity project, not for conv…

  • /unity:audio-setup-mixers

    Routes 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 belong…

  • /unity:build-gtk

    Builds 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…

  • /unity:build-live-game

    Builds and operates a live game's backend with Unity Gaming Services. Make sure to use this skill when the user wants trusted server-side game logic, player progress, remote configuration, sign-in, achievements, battl…

  • /unity:craft-game-floors

    Makes a Unity game look and feel finished: art style, lighting, juice, sound, menus, saves and look scoring. Use when building a new game's first playable version, or when a game looks like programmer art, feels flat…

  • /unity:create-2d-physics

    Creates and fixes Unity 2D physics in both systems, 2D Physics Core and the legacy Rigidbody 2D system. Use when the user asks about any 2D physics task, even if neither system is named. Not for 3D physics.

  • /unity:create-tile-palette-or-rule-tiles

    Create 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.

  • /unity:generate-editor-search-query

    Generates 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.

  • /unity:implement-in-app-purchases

    Implements, 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 microtransaction…

  • /unity:initialize-ai-navigation

    Sets 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.

  • /unity:levelplay-unity-integration

    Integrates 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 fai…

  • /unity:localization

    Sets 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.

  • /unity:manage-sprite-atlas

    Manages 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.

  • /unity:migrate-birp-to-urp

    Plans, 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.

  • /unity:new-unity-project

    Guides 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. Runs an opinion…

  • /unity:optimize-audio

    Optimizes 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…

  • /unity:optimize-text-mesh-pro

    Optimizes 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 perfo…

  • /unity:optimize-web

    Optimizes Unity WebGL and WebGPU builds for smaller downloads, faster loading, and smoother browser performance. Use when asked to shrink a web build, speed up its load, or fix stutter, memory or battery problems in t…

  • /unity:physics-3d-collision

    Diagnoses 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 physi…

  • /unity:setup-multiplayer-services

    Guides 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.

  • /unity:setup-vivox-voice-chat

    Adds 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.

  • /unity:shader-graph-create-custom-node

    Generates 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.

  • /unity:sprite-editor

    Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing.

  • /unity:sprite-segment-3x3grid

    Segments 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.

  • /unity:ui

    Routes 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 befo…

  • /unity:ui-imgui

    Generates 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.

  • /unity:ui-ugui

    Understands, 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:ui-uitk

    Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding.

  • /unity:unity-cli

    Controls 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, b…

  • /unity:unity-package-management

    Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor, with the Pipeline package commands first and a C# script as the fallback. Use for package installs, verifying package IDs and versio…

  • /unity:urp-postprocessing

    Sets 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.

  • /unity:validate-urp-render-graph-renderer-feature

    Reviews 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.

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Topics

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