Unity Plugin Skill
SkillProductivityControl Unity Editor via OpenClaw Unity Plugin. Use for Unity game development tasks including scene management, GameObject/Component manipulation, debugging, input simulation, and Play mode control — including arbitrary C# execution (script.execute) and reflection-based editor calls, which can modify scenes, assets, and settings. Project-changing and destructive operations (delete, save, package install, code execution, input simulation) are refused at runtime unless the operator starts the gateway with OPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1 and the call passes confirm: true; read-only inspection needs neither, and dryRun: true previews any call without sending it. Use only in trusted local projects. Triggers on explicit Unity Editor requests like inspecting scenes, creating objects, taking screenshots, testing gameplay, or controlling the Editor.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Unity Plugin Skill skill
What this skill tells your AI
The instructions your AI receives, as published by tomleelive/openclaw-unity-plugin in skill/SKILL.md and read by ahel’s review.
Control Unity Editor through ~100 built-in tools. Works in both Editor and Play mode.
Safety and permissions
What this skill can change: anything the Unity Editor can — GameObjects and
components, scenes, prefabs, materials, shaders, textures and ScriptableObjects,
files under Assets/, installed packages, Play mode, and arbitrary C# run inside
the Editor process (script.execute, plus reflection-based calls).
What runs without asking: read-only tools only — get*, list, find,
script.read, debug.hierarchy, debug.screenshot, console.getLogs. Their
behaviour is unchanged.
What is gated at runtime: every project-changing tool — create, delete,
destroy, save, set*, component.add/remove, asset.* writes, prefab.*,
material.*, texture.*, editor.refresh/recompile, Play-mode control, input
simulation, test.run, script.execute — and any batch.execute that carries
one of them. The gateway extension refuses these by default. A tool name it does
not recognise (project-registered custom tools included) counts as
project-changing unless its verb is clearly read-only: the gate fails closed,
never open.
How to enable them — both steps are required:
-
The operator starts the gateway with the opt-in environment variable. It is read from the gateway process, so the model cannot set it:
OPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1 openclaw gateway restart # or, scoped to this skill only: OPENCLAW_UNITY_ALLOW_DESTRUCTIVE=1 openclaw gateway restart -
The caller passes
confirm: trueon each project-changing call, after the user has approved that specific change:unity_execute: asset.delete {path: "Assets/Old/Item.prefab"}, confirm: true
Missing either one is a refusal with an explanation of what was blocked and how to allow it. Nothing reaches the Editor in the meantime.
Preview first: dryRun: true reports how a call is classified and what would
be sent, and sends nothing:
unity_execute: gameobject.destroy {name: "Player"}, dryRun: true
→ {risk: "project-changing", requiresConfirmation: true, wouldRun: false, executed: false}
Check the current state: openclaw unity status prints whether
project-changing tools are enabled, and GET /unity/status reports the same as
destructiveOperations: "enabled" | "blocked".
Scope of the gate: it lives in the gateway extension that ships with this
skill (extension/index.ts), so it covers every call routed through the OpenClaw
gateway — Telegram, Discord and the other channels. The Unity Editor add-on's
local MCP bridge (port 27182, Mode 2 below) is a separate install from the plugin
repository and is not gated by this package: keep that port on the local machine
and review the plugin repository for its own controls.
Connection Modes
1. OpenClaw Gateway (Remote)
For Telegram, Discord, and other OpenClaw channels:
- Auto-connects when Unity opens
- Configure in: Window → OpenClaw Plugin → Settings
2. MCP Bridge (Local)
For Claude Code, Cursor, and local AI tools:
- Start: Window → OpenClaw Plugin → MCP Bridge → Start
- Default port: 27182
- Add to Claude Code:
claude mcp add unity -- node <path>/MCP~/index.js
First-Time Setup
If unity_execute tool is not available, install the gateway extension:
# From skill directory
./scripts/install-extension.sh
# Restart gateway
openclaw gateway restart
The extension files are in extension/ directory.
What install-extension.sh Does
# 1. Copies extension files from skill to gateway
# Source: <skill>/extension/
# Destination: ~/.openclaw/extensions/unity/
# 2. Files installed:
# - index.ts # Extension entry point (HTTP handlers, tools)
# - package.json # Extension metadata
# After installation, restart gateway to load the extension.
🔐 Security: Model Invocation Setting
When publishing to ClawHub, disableModelInvocation controls who may start the skill:
| Setting | AI Auto-Invoke | User Explicit Request |
|---|---|---|
false (default) | ✅ Allowed | ✅ Allowed |
true | ❌ Blocked | ✅ Allowed |
Recommendation: true
Reason: this skill can execute arbitrary C# inside the Editor (script.execute)
and call Editor APIs by reflection. That is the whole point of it, and it is also
why it should never start on its own inference. As of v1.7.0 this skill ships with
disableModelInvocation: true — it runs only on explicit user request, and every
project-changing call is gated on top of that (see
Safety and permissions).
The full capability disclosure — arbitrary code execution, destructive operations, network surface — is in Security & Privacy Disclosure at the end of this document. Read it before enabling the skill.
Quick Reference
Core Tools
| Category | Key Tools |
|---|---|
| Scene | scene.getActive, scene.getData, scene.load, scene.open, scene.save |
| GameObject | gameobject.find, gameobject.getAll, gameobject.create, gameobject.destroy |
| Component | component.get, component.set, component.add, component.remove |
| Transform | transform.setPosition, transform.setRotation, transform.setScale |
| Debug | debug.hierarchy, debug.screenshot, console.getLogs |
| Input | input.clickUI, input.type, input.keyPress, input.mouseClick |
| Editor | editor.getState, editor.play, editor.stop, editor.refresh |
| Material | material.create, material.assign, material.modify, material.getInfo |
| Prefab | prefab.create, prefab.instantiate, prefab.open, prefab.save |
| Asset | asset.find, asset.copy, asset.move, asset.delete |
| Package | package.add, package.remove, package.list, package.search |
| Test | test.run, test.list, test.getResults |
Common Workflows
1. Scene Inspection
unity_execute: debug.hierarchy {depth: 2}
unity_execute: scene.getActive
2. Find & Modify Objects
unity_execute: gameobject.find {name: "Player"}
unity_execute: component.get {name: "Player", componentType: "Transform"}
unity_execute: transform.setPosition {name: "Player", x: 0, y: 5, z: 0}
3. UI Testing
unity_execute: input.clickUI {name: "PlayButton"}
unity_execute: input.type {text: "TestUser", elementName: "UsernameInput"}
unity_execute: debug.screenshot
4. Play Mode Control
unity_execute: editor.play # Enter Play mode
unity_execute: editor.stop # Exit Play mode
unity_execute: editor.getState # Check current state
unity_execute: editor.pause # Pause
unity_execute: editor.unpause # Resume
5. Material Creation
unity_execute: material.create {name: "RedMetal", color: "#FF0000", metallic: 0.8}
unity_execute: material.assign {gameObjectName: "Player", materialPath: "Assets/Materials/RedMetal.mat"}
unity_execute: material.modify {path: "Assets/Materials/RedMetal.mat", metallic: 1.0, emission: "#FF4444"}
6. Prefab Workflow
unity_execute: prefab.create {gameObjectName: "Player", path: "Assets/Prefabs/Player.prefab"}
unity_execute: prefab.instantiate {prefabPath: "Assets/Prefabs/Player.prefab", x: 0, y: 1, z: 0}
unity_execute: prefab.open {path: "Assets/Prefabs/Player.prefab"}
unity_execute: prefab.save
unity_execute: prefab.close
7. Asset Management
unity_execute: asset.find {query: "Player", type: "Prefab"}
unity_execute: asset.copy {sourcePath: "Assets/Prefabs/Player.prefab", destPath: "Assets/Backup/Player.prefab"}
unity_execute: asset.move {sourcePath: "Assets/Old/Item.prefab", destPath: "Assets/New/Item.prefab"}
8. Package Management
unity_execute: package.list
unity_execute: package.search {query: "TextMeshPro"}
unity_execute: package.add {packageName: "com.unity.textmeshpro"}
unity_execute: package.add {gitUrl: "https://github.com/example/package.git"}
9. Test Running
unity_execute: test.list {testMode: "EditMode"}
unity_execute: test.run {testMode: "EditMode", filter: "PlayerTests"}
unity_execute: test.getResults
10. Script Execution (Enhanced)
script.execute is project-changing: it needs the operator opt-in and
confirm: true on every call (see Safety and permissions).
# Debug logging
unity_execute: script.execute {code: "Debug.Log('Hello')"}, confirm: true
# Time manipulation
unity_execute: script.execute {code: "Time.timeScale = 0.5"}
# PlayerPrefs
unity_execute: script.execute {code: "PlayerPrefs.SetInt('score', 100)"}
# Reflection-based method calls
unity_execute: script.execute {code: "MyClass.MyMethod()"}
unity_execute: script.execute {code: "MyClass.MyStaticMethod('param1', 123)"}
Tool Categories (~100 tools)
Console (3 tools)
console.getLogs- Get logs with optional type filter (Log/Warning/Error)console.getErrors- Get error/exception logs (with optional warnings)console.clear- Clear captured logs
Scene (7 tools)
scene.list- List scenes in build settingsscene.getActive- Get active scene infoscene.getData- Get full hierarchy datascene.load- Load scene by name (Play mode)scene.open- Open scene in Editor modescene.save- Save active scene (Editor mode)scene.saveAll- Save all open scenes (Editor mode)
GameObject (8 tools)
gameobject.find- Find by name, tag, or componentgameobject.getAll- Get all GameObjects with filteringgameobject.create- Create object or primitive (Cube, Sphere, etc.)gameobject.destroy- Destroy objectgameobject.delete- Delete object (alias for destroy)gameobject.getData- Get detailed datagameobject.setActive- Enable/disablegameobject.setParent- Change hierarchy
Transform (6 tools)
transform.getPosition- Get world position {x, y, z}transform.getRotation- Get Euler rotation {x, y, z}transform.getScale- Get local scale {x, y, z}transform.setPosition- Set world position {x, y, z}transform.setRotation- Set Euler rotationtransform.setScale- Set local scale
Component (5 tools)
component.add- Add component by type namecomponent.remove- Remove componentcomponent.get- Get component data/propertiescomponent.set- Set field/property valuecomponent.list- List available component types
Script (3 tools)
script.execute- Execute code: Debug.Log, Time, PlayerPrefs, reflection callsscript.read- Read script filescript.list- List project scripts
Application (4 tools)
app.getState- Get play mode, FPS, timeapp.play- Enter/exit Play modeapp.pause- Toggle pauseapp.stop- Stop Play mode
Debug (3 tools)
debug.log- Write to consoledebug.screenshot- Capture screenshotdebug.hierarchy- Text hierarchy view
Editor (9 tools)
editor.refresh- Refresh AssetDatabase (triggers recompile)editor.recompile- Request script recompilationeditor.domainReload- Force domain reloadeditor.focusWindow- Focus window (game/scene/console/hierarchy/project/inspector)editor.listWindows- List open windowseditor.getState- Get editor stateeditor.play- Enter Play modeeditor.stop- Exit Play modeeditor.pause/editor.unpause- Pause control
Input Simulation (10 tools)
input.keyPress- Press and release keyinput.keyDown/input.keyUp- Hold/release keyinput.type- Type text into fieldinput.mouseMove- Move cursorinput.mouseClick- Click at positioninput.mouseDrag- Drag operationinput.mouseScroll- Scroll wheelinput.getMousePosition- Get cursor positioninput.clickUI- Click UI element by name
Material (5 tools) - NEW in v1.5.0
material.create- Create material with shader, color, metallic, smoothnessmaterial.assign- Assign material to GameObjectmaterial.modify- Modify material properties (color, metallic, emission)material.getInfo- Get detailed material info with all shader propertiesmaterial.list- List materials in project with filtering
Prefab (5 tools) - NEW in v1.5.0
prefab.create- Create prefab from scene GameObjectprefab.instantiate- Instantiate prefab in scene with positionprefab.open- Open prefab for editingprefab.close- Close prefab editing modeprefab.save- Save currently edited prefab
Asset (7 tools) - NEW in v1.5.0
asset.find- Search assets by query, type, folderasset.copy- Copy asset to new pathasset.move- Move/rename assetasset.delete- Delete asset (with trash option)asset.refresh- Refresh AssetDatabaseasset.import- Import/reimport specific assetasset.getPath- Get asset path by name
Package Manager (4 tools) - NEW in v1.5.0
package.add- Install package by name or git URLpackage.remove- Remove installed packagepackage.list- List installed packagespackage.search- Search Unity package registry
Test Runner (3 tools) - NEW in v1.5.0
test.run- Run EditMode/PlayMode tests with filteringtest.list- List available teststest.getResults- Get last test run results
Batch Execution (1 tool) - NEW in v1.6.0
batch.execute- Execute multiple tools in one call (10-100x performance)commands: Array of {tool, params} objectsstopOnError: Stop on first error (default: false)
Session (1 tool) - NEW in v1.6.0
session.getInfo- Get session info (project, processId, machineName, sessionId)
ScriptableObject (6 tools) - NEW in v1.6.0
scriptableobject.create- Create new ScriptableObject assetscriptableobject.load- Load and inspect ScriptableObject fieldsscriptableobject.save- Save ScriptableObject changesscriptableobject.getField- Get specific field valuescriptableobject.setField- Set field value with auto-savescriptableobject.list- List ScriptableObjects in project
Shader (3 tools) - NEW in v1.6.0
shader.list- List shaders in projectshader.getInfo- Get shader properties and infoshader.getKeywords- Get shader keywords
Texture (5 tools) - NEW in v1.6.0
texture.create- Create new texture with color filltexture.getInfo- Get texture info (size, format, import settings)texture.setPixels- Fill region with colortexture.resize- Resize texture via import settingstexture.list- List textures in project
Custom Tools API - v1.6.0
Register project-specific tools:
OpenClawCustomTools.Register(
"mygame.getScore",
"Get current score",
(args) => new { success = true, score = GameManager.Score }
);
MCP Resources - v1.6.0
Access Unity data via MCP resource URIs:
| URI | Description |
|---|---|
unity://scene/hierarchy | Scene hierarchy |
unity://scene/active | Active scene info |
unity://project/scripts | Script list |
unity://project/scenes | Scene list |
unity://editor/state | Editor state |
unity://console/logs | Console logs |
unity://session/info | Session info |
Tips
Screenshot Modes
- Play mode:
ScreenCapture- includes all UI overlays - Editor mode:
Camera.main.Render()- no overlay UI - Use
{method: "camera"}for camera-only capture
Finding Objects
gameobject.find {name: "Player"} # By exact name
gameobject.find {tag: "Enemy"} # By tag
gameobject.find {componentType: "Camera"} # By component
gameobject.getAll {activeOnly: true} # All active objects
Script Recompilation
Unity may not auto-recompile after code changes. Use:
editor.refresh # Full asset refresh + recompile
Play Mode Transitions
- Plugin survives Play mode transitions via SessionState
- If connection lost, wait for auto-reconnect or use Window → OpenClaw Plugin → Settings → Connect
MCP Bridge Usage
For Claude Code / Cursor integration:
- Start: Window → OpenClaw Plugin → MCP Bridge → Start
- Register:
claude mcp add unity -- node /path/to/MCP~/index.js - Verify:
curl http://127.0.0.1:27182/status
Input Simulation Limitation
Keyboard/mouse simulation works for UI interactions but NOT for Input.GetKey(). For gameplay testing:
- Use
transform.setPositionto move objects directly - Or migrate to Unity's new Input System
Troubleshooting
| Issue | Solution |
|---|---|
| Tool timeout | Check Unity is responding, try editor.getState |
| Gateway no connection | Check Window → OpenClaw Plugin → Settings |
| MCP no connection | Start MCP Bridge, verify port 27182 |
| Scripts not updating | Use editor.refresh to force recompile |
| Wrong screenshot | Use Play mode for game view with UI |
| MCP 504 timeout | Unity busy or MCP Bridge not started |
| Test Runner not found | Install com.unity.test-framework package |
Security & Privacy Disclosure
This skill drives a live Unity Editor — treat it like giving a collaborator editor access. Full disclosure of capabilities:
- Arbitrary code execution (by design):
script.executecompiles and runs C# inside the Unity process, and several tools use reflection to reach editor internals. This is the core of editor automation — it also means the skill can do anything the editor can. Only use in trusted, version-controlled projects. Ask the user to review C# snippets before running code they didn't write. - Destructive operations are gated at runtime (v1.7.0+): deleting GameObjects/assets, saving scenes/projects, installing packages, simulating keyboard/mouse input and running
script.executeare refused by the gateway extension unless it was started withOPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1and the call carriesconfirm: true. Confirm the change with the user before setting it — see Safety and permissions. - Package installation: Git-based package installs import external, unvetted code into the project. Verify the source URL with the user first.
- Metadata: the connection handshake includes machine name and process ID (used to route messages to the right editor instance). No other host information is collected or transmitted.
- Network surface: MCP bridge listens on localhost port 27182. Keep it bound to localhost; do not expose the port beyond the local machine or a trusted network.
- Trigger scope: routine-sounding requests ("clean up the scene", "save everything", "just try it") map to state-changing editor operations — confirm once before the first state-changing call in a session.
- Safety defaults:
disableModelInvocation: trueis set — the model cannot auto-invoke this skill; it runs only on explicit user request. Project-changing tools default to refused, anddryRun: truepreviews any call without sending it. Keep project backups / source control current before automation sessions.
Links
- Skill Repository: https://github.com/TomLeeLive/openclaw-unity-skill
- Plugin Repository: https://github.com/TomLeeLive/openclaw-unity-plugin
- OpenClaw Docs: https://docs.openclaw.ai
- MCP Setup Guide: See Plugin Repository → Documentation~/SETUP_GUIDE.md
License
Apache-2.0 — See LICENSE.md
Signals
- GitHub stars
- 107
- Forks
- 7
- Last commit
- Sep 2026
Advanced
- Catalog kind
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unity-plugin- Source
- github.com/tomleelive/openclaw-unity-plugin