unity-mcp-workflows — community unity-mcp-workflows, r8eo-x-unity, community, ide skills

v1.0.0

このスキルについて

R8EO-X — realistic 1/10th scale RC buggy racing simulation (Unity)

Totes-MickGOATs Totes-MickGOATs
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Updated: 3/21/2026

Killer-Skills Review

Decision support comes first. Repository text comes second.

Reference-Only Page Review Score: 1/11

This page remains useful for operators, but Killer-Skills treats it as reference material instead of a primary organic landing page.

Review Score
1/11
Quality Score
34
Canonical Locale
en
Detected Body Locale
en

R8EO-X — realistic 1/10th scale RC buggy racing simulation (Unity)

このスキルを使用する理由

R8EO-X — realistic 1/10th scale RC buggy racing simulation (Unity)

おすすめ

Suitable for operator workflows that need explicit guardrails before installation and execution.

実現可能なユースケース for unity-mcp-workflows

! セキュリティと制限

Why this page is reference-only

  • - Current locale does not satisfy the locale-governance contract.
  • - The page lacks a strong recommendation layer.
  • - The page lacks concrete use-case guidance.
  • - The page lacks explicit limitations or caution signals.
  • - The underlying skill quality score is below the review floor.

Source Boundary

The section below is imported from the upstream repository and should be treated as secondary evidence. Use the Killer-Skills review above as the primary layer for fit, risk, and installation decisions.

After The Review

Decide The Next Action Before You Keep Reading Repository Material

Killer-Skills should not stop at opening repository instructions. It should help you decide whether to install this skill, when to cross-check against trusted collections, and when to move into workflow rollout.

Labs Demo

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Boot Container Sandbox

FAQ & Installation Steps

These questions and steps mirror the structured data on this page for better search understanding.

? Frequently Asked Questions

What is unity-mcp-workflows?

R8EO-X — realistic 1/10th scale RC buggy racing simulation (Unity)

How do I install unity-mcp-workflows?

Run the command: npx killer-skills add Totes-MickGOATs/r8eo-x-unity/unity-mcp-workflows. It works with Cursor, Windsurf, VS Code, Claude Code, and 19+ other IDEs.

Which IDEs are compatible with unity-mcp-workflows?

This skill is compatible with Cursor, Windsurf, VS Code, Trae, Claude Code, OpenClaw, Aider, Codex, OpenCode, Goose, Cline, Roo Code, Kiro, Augment Code, Continue, GitHub Copilot, Sourcegraph Cody, and Amazon Q Developer. Use the Killer-Skills CLI for universal one-command installation.

How To Install

  1. 1. Open your terminal

    Open the terminal or command line in your project directory.

  2. 2. Run the install command

    Run: npx killer-skills add Totes-MickGOATs/r8eo-x-unity/unity-mcp-workflows. The CLI will automatically detect your IDE or AI agent and configure the skill.

  3. 3. Start using the skill

    The skill is now active. Your AI agent can use unity-mcp-workflows immediately in the current project.

! Reference-Only Mode

This page remains useful for installation and reference, but Killer-Skills no longer treats it as a primary indexable landing page. Read the review above before relying on the upstream repository instructions.

Upstream Repository Material

The section below is imported from the upstream repository and should be treated as secondary evidence. Use the Killer-Skills review above as the primary layer for fit, risk, and installation decisions.

Upstream Source

unity-mcp-workflows

Install unity-mcp-workflows, an AI agent skill for AI agent workflows and automation. Review the use cases, limitations, and setup path before rollout.

SKILL.md
Readonly
Upstream Repository Material
The section below is imported from the upstream repository and should be treated as secondary evidence. Use the Killer-Skills review above as the primary layer for fit, risk, and installation decisions.
Supporting Evidence

Unity MCP Workflows

Use this skill when interacting with the Unity Editor from Claude Code via MCP tools, including scene manipulation, script management, test execution, and asset operations.

Setup

UnityMCP is configured in .mcp.json at the project root:

json
1{ 2 "mcpServers": { 3 "UnityMCP": { 4 "command": "npx", 5 "args": ["-y", "@anthropic/unity-mcp@latest"] 6 } 7 } 8}

Prerequisites:

  • Unity Editor must be open with the project loaded
  • The corresponding Unity package/addon must be installed in the project
  • Node.js/npx available on PATH

Additional UnityMCP Tools

The following UnityMCP tools are available but not covered in detail above:

ToolPurpose
run_testsRun Unity Test Runner tests (EditMode/PlayMode) and retrieve results
validate_scriptCheck a C# script for compilation errors without modifying it
batch_executeExecute multiple MCP tool calls in a single request for efficiency
manage_probuilderCreate and modify ProBuilder meshes (track elements, ramps, barriers)

Use run_tests after script changes to verify nothing broke. Use batch_execute when you need to create multiple GameObjects or modify multiple components in sequence -- it reduces round-trips.

Workflow Best Practices

1. Always Check Compilation After Script Changes

Step 1: manage_script action:"modify" (or create)
Step 2: read_console log_type:"error"
Step 3: If errors → fix and repeat
Step 4: If clean → proceed

2. Use Paging for Large Scenes

Step 1: manage_scene action:"get_hierarchy" page_size:50
Step 2: Check if there's a cursor for next page
Step 3: Continue paging until all objects are retrieved (or you found what you need)

3. Properties Query Strategy

Step 1: manage_gameobject action:"get_components" include_properties:false
        → See which components exist (lightweight response)
Step 2: manage_gameobject action:"get_components" include_properties:true
        → Only when you need actual property values

4. Check Editor State Before Proceeding

Before performing operations that depend on compilation:

Step 1: Check editor_state.isCompiling in responses
Step 2: If compiling, wait and re-check
Step 3: Only proceed when compilation is complete

5. Use Resources for Reads, Tools for Mutations

  • Reading scene hierarchy, component data, file contents → use resource endpoints when available (faster, cached)
  • Modifying objects, creating assets, changing properties → use tool endpoints (these modify state)

6. Use batch_execute for Multiple Operations

When you need to create multiple GameObjects or modify multiple components in sequence, use batch_execute to reduce round-trips:

batch_execute:
  calls:
    - tool: manage_gameobject
      params: { action: "set_component_property", ... }
    - tool: manage_gameobject
      params: { action: "set_component_property", ... }

UnityMCP Tool Selection Guide

TaskTool
Scene hierarchy queriesmanage_scene with paging
Component property readsmanage_gameobject with include_properties
Script creation/modificationmanage_script
Running testsrun_tests
Validating C# without savingvalidate_script
Multiple sequential operationsbatch_execute
ProBuilder mesh workmanage_probuilder
Material/shader workmanage_material

Troubleshooting

IssueSolution
MCP server not connectingEnsure Unity Editor is open and the MCP addon/package is installed and enabled
Tools return errorsCheck read_console for Unity errors. Editor may need a script recompile.
Slow hierarchy queriesUse page_size parameter, start with 50. Don't query include_properties: true unnecessarily.
Script changes not taking effectCheck editor_state.isCompiling. Wait for compilation to complete.
execute_script errorsEnsure the C# code is valid. Check for missing using statements. Results appear in read_console.
Objects not found by nameNames are case-sensitive. Use find_gameobjects to search. Hierarchy paths use / separators.

Topic Pages

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