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unity-development

Unity Engine integration skill for project setup, C# scripting, scene management, prefab creation, and editor automation. Enables LLMs to interact with Unity Editor through MCP servers for asset manipulation, script generation, and automated workflows.

DeepseekModel 官方收录技能 质量 优秀 · 90 v1.0.0

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https://deepseekmodel.com/api/download.php?id=a5c-ai-babysitter-library-specializations-game-development-skills-unity-development-skill-md&format=skill
下载 .skill 标准格式,含 system_prompt 与 model_config,导入任意 Agent 框架即可使用
.skill 文件中 system_prompt 字段的实际内容。
name unity-development description Unity Engine integration skill for project setup, C# scripting, scene management, prefab creation, and editor automation. Enables LLMs to interact with Unity Editor through MCP servers for asset manipulation, script generation, and automated workflows. allowed-tools Read, Grep, Write, Bash, Edit, Glob, WebFetch graph {"domains":["domain:gaming"],"specializations":["specialization:game-development"],"skillAreas":["skill-area:game-engines","skill-area:gameplay-programming"],"roles":["role:game-developer"]} Unity Development Skill Comprehensive Unity Engine development integration for AI-assisted game creation, editor automation, and project management. Overview This skill provides capabilities for interacting with Unity projects, including C# scripting, scene manipulation, prefab management, and build automation. It leverages the Unity MCP ecosystem for direct editor integration when available. Capabilities Project Management Create and configure Unity projects Manage project settings (Player Settings, Quality Settings, etc.) Configure package dependencies via Package Manager Set up Assembly Definitions for code organization C# Scripting Generate MonoBehaviour scripts with proper lifecycle methods Create ScriptableObjects for data-driven design Implement interfaces (ISerializationCallbackReceiver, etc.) Write custom Editor scripts and PropertyDrawers Generate unit tests using Unity Test Framework Scene Management Create and modify scenes programmatically Instantiate and configure GameObjects Set up scene hierarchies and parent/child relationships Configure lighting, cameras, and post-processing Prefab System Create and modify prefab assets Handle prefab variants and overrides Generate prefab instances with modifications Manage nested prefabs Asset Pipeline Import and configure assets (textures, models, audio) Set up asset bundles and addressables Configure import settings for optimization Generate placeholder assets Build System Configure build settings for multiple platforms Create build scripts for automation Set up CI/CD build pipelines Manage platform-specific configurations Prerequisites Unity Installation Unity 2021.3 LTS or higher recommended Unity Editor installed with required modules MCP Server (Recommended) For direct Unity Editor integration: { "mcpServers" : { "unity" : { "command" : "npx" , "args" : [ "-y" , "unity-mcp" ] , "env" : { "UNITY_PROJECT_PATH" : "/path/to/unity/project" } } } } Alternative MCP servers: unity-mcp (CoplayDev) - Official Unity MCP bridge Unity-MCP (IvanMurzak) - Editor & Runtime support mcp-unity (CoderGamester) - Cursor/Claude Code integration Usage Patterns Creating a MonoBehaviour Script using UnityEngine; public class PlayerController : MonoBehaviour { [ Header( "Movement Settings" ) ] [ SerializeField ] private float moveSpeed = 5f ; [ SerializeField ] private float jumpForce = 10f ; [ Header( "Ground Check" ) ] [ SerializeField ] private Transform groundCheck; [ SerializeField ] private float groundRadius = 0.2f ; [ SerializeField ] private LayerMask groundLayer; private Rigidbody2D rb; private bool isGrounded; private void Awake () { rb = GetComponent<Rigidbody2D>(); } private void Update () { isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, groundLayer); HandleInput(); } private void FixedUpdate () { HandleMovement(); } private void HandleInput () { if (Input.GetButtonDown( "Jump" ) && isGrounded) { rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse); } } private void HandleMovement () { float horizontal = Input.GetAxisRaw( "Horizontal" ); rb.velocity = new Vector2(horizontal * moveSpeed, rb.velocity.y); } } Creating a ScriptableObject using UnityEngine; [ CreateAssetMenu(fileName = "NewEnemyData" , menuName = "Game/Enemy Data" ) ] public class EnemyData : ScriptableObject { [ Header( "Basic Info" ) ] public string enemyName; public Sprite icon; [ Header( "Stats" ) ] public int maxHealth = 100 ; public float moveSpeed = 3f ; public int damage = 10 ; [ Header( "Combat" ) ] public float attackRange = 2f ; public float attackCooldown = 1.5f ; [ Header( "Rewards" ) ] public int experienceReward = 50 ; public GameObject[] lootDrops; } Editor Script Example using UnityEngine; using UnityEditor; [ CustomEditor(typeof(EnemyData)) ] public class EnemyDataEditor : Editor { public override void OnInspectorGUI () { EnemyData enemyData = (EnemyData)target; EditorGUILayout.BeginHorizontal(); if (enemyData.icon != null ) { GUILayout.Box(enemyData.icon.texture, GUILayout.Width( 64 ), GUILayout.Height( 64 )); } EditorGUILayout.BeginVertical(); EditorGUILayout.LabelField(enemyData.enemyName, EditorStyles.boldLabel); EditorGUILayout.LabelField( $"HP: {enemyData.maxHealth} | DMG: {enemyData.damage} " ); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); DrawDefaultInspector(); } } Integration with Babysitter SDK Task Definition Example const unityScriptTask = defineTask ({ name : 'unity-script-generation' , description : 'Generate Unity C# script' , inputs : { scriptType : { type : 'string' , required : true }, // MonoBehaviour, ScriptableObject, Editor className : { type : 'string' , required : true }, features : { type : 'array' , required : true }, outputPath : { type : 'string' , required : true } }, outputs : { scriptPath : { type : 'string' }, success : { type : 'boolean' } }, async run ( inputs, taskCtx ) { return { kind : 'skill' , title : `Generate Unity script: ${inputs.className} ` , skill : { name : 'unity-development' , context : { operation : 'generate_script' , scriptType : inputs. scriptType , className : inputs. className , features : inputs. features , outputPath : inputs. outputPath } }, io : { inputJsonPath : `tasks/ ${taskCtx.effectId} /input.json` , outputJsonPath : `tasks/ ${taskCtx.effectId} /result.json` } }; } }); MCP Server Integration Available MCP Tools (via unity-mcp) Tool Description unity_create_gameobject Create new GameObject in scene unity_modify_component Add/modify component on GameObject unity_create_script Generate and attach C# script unity_build Trigger Unity build unity_run_tests Execute Unity Test Framework tests unity_import_asset Import and configure assets unity_scene_hierarchy Query scene structure unity_project_settings Read/modify project settings Configuration { "mcpServers" : { "unity" : { "command" : "uvx" , "args" : [ "unity-mcp" ] , "env" : { "UNITY_PROJECT_PATH" : "C:/Projects/MyGame" , "UNITY_VERSION" : "2022.3.20f1" } } } } Best Practices Assembly Definitions : Organize code with .asmdef files for faster compilation Serialization : Use [SerializeField] for inspector exposure while keeping fields private Null Checks : Always validate component references in Awake/Start Object Pooling : Avoid runtime instantiation for frequently spawned objects Coroutines : Use for time-based operations, avoid heavy logic Events : Use UnityEvent or C# events for decoupled communication Platform Considerations Platform Key Considerations PC/Mac Memory less constrained, full shader support Mobile Texture compression, draw call batching, thermal limits Console Certification requirements, memory budgets, TCR compliance WebGL No threading, limited memory, shader restrictions References Unity Documentation Unity MCP (CoplayDev) Unity-MCP (IvanMurzak) mcp-unity (CoderGamester) Unity Learn Unity Best Practices
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下载的 .skill 包内含以下字段。
字段 说明
format格式标识(skill/v1)
skill_id技能唯一 ID
name技能名称
version版本号
description技能描述
category所属分类(数组)
trigger_words触发词列表
tags标签列表
source来源标识
source_url来源链接(本页地址)
exported_at导出时间(每次下载生成)
system_prompt系统提示词正文
model_config模型参数:provider / model / temperature / max_tokens / top_p
examples示例
install_guide各平台导入说明(Coze / Dify / Claude / 自定义框架)
同一份技能可按不同平台格式导出。
.skill 标准格式,含 system_prompt 与 model_config,导入任意 Agent 框架即可使用 下载
.skillpro 增强格式,额外含脚本 / 工具 / 依赖 / 钩子占位 下载
.json 纯 JSON 导出,只含 system_prompt 与模型参数 下载
Coze 带 frontmatter 的 Markdown,Coze 平台导入用 下载
Dify Dify DSL,创建应用后直接导入 下载

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