Control Unreal Editor levels, actors, PIE sessions, input, console commands, screenshots, and logs.
Coding
unity-plugin
Control and debug Unity Editor scenes, objects, input, assets, tests, and Play mode from an agent.
What it does
Control Unity Editor in Editor or Play mode through roughly 100 tools, using a remote gateway connection or a local MCP bridge. Inspect scenes, edit GameObjects and components, simulate input, capture screenshots, manage assets and packages, and run tests. It can also execute arbitrary C# and reflection calls, so use it only for explicit requests in trusted projects and confirm destructive actions.
When to use it
- Inspecting a scene hierarchy and console errors
- Creating and configuring GameObjects or prefabs
- Simulating UI input and capturing gameplay screenshots
- Running filtered EditMode or PlayMode tests
The skill document
Unity Plugin Skill
Control Unity Editor through ~100 built-in tools. Works in both Editor and Play mode.
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 /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: /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 v1.6.3 this skill ships with
disableModelInvocation: true — it runs only on explicit user request.
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)
# Debug logging
unity_execute: script.execute {code: "Debug.Log('Hello')"}
# 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 — confirm with the user before: deleting GameObjects/assets, saving scenes/projects, installing packages, simulating keyboard/mouse input, running
script.execute. - 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. 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
Questions people ask
- What Unity tasks can it perform?
- It can inspect and save scenes, create or delete GameObjects, edit transforms and components, control Play mode, simulate keyboard and mouse input, capture screenshots, read logs, manage materials, prefabs, assets, packages, and run EditMode or PlayMode tests.
- How does it connect to Unity Editor?
- Remote channels use a gateway connection that auto-connects when Unity opens. Local tools such as Claude Code and Cursor can use the MCP Bridge, started from the Unity plugin menu on port 27182 by default.
- What security risks should I consider?
- The script execution tool can run arbitrary C# and invoke Editor APIs through reflection. Because it can save scenes, delete assets or objects, install packages, and modify project state, it should run only on explicit requests in trusted local projects, with destructive actions confirmed first.
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