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v3.0.0MIT

Operate a live Unity Editor over MCP: build scene hierarchies, add components, author C# scripts, manage assets, and smoke-test in Play Mode. The bundled skills' guardrails stop a build from wiping its own scene.

unity-animation-cinematics

Author Unity 6.0 LTS animation and cinematics with correct rig import, Animator state machines and blend trees, Timeline/Playables sequencing, Cinemachine cameras, and deterministic verification.

unity-gameplay-architecture

Design robust Unity 6.0 LTS runtime gameplay with composable C# components, ScriptableObject data, Input System actions, UI boundaries, physics ownership, and testable lifecycle contracts.

unity-mcp

Safely drive a connected Unity Editor through MCP for inspection, scenes, GameObjects, assets, C# changes, play-mode checks, and recovery from editor or compilation failures.

unity-overview

Route Unity 6.0 LTS work to the right expert workflow: connected Editor operations, rendering and textures, animation and cinematics, gameplay architecture, scenes and content delivery, procedural navigation, or profiling and QA.

unity-performance-qa

Measure and harden Unity 6.0 LTS projects through Profiler and Frame Debugger evidence, CPU/GPU/memory diagnosis, Unity Test Framework 1.4 tests, build validation, and regression-safe performance budgets.

unity-procedural-navigation

Build deterministic Unity 6.0 LTS procedural content, spawning systems, pooling, and AI navigation with bounded ownership, reproducible seeds, NavMesh validation, and performance-aware queries.

unity-rendering-textures

Build technically correct Unity 6.0 LTS visuals: texture import and compression, PBR materials, Shader Graph, URP/HDRP lighting, post processing, and platform-aware rendering diagnostics.

unity-scenes-content

Structure Unity 6.0 LTS scenes and content safely with prefab ownership, additive loading, Addressables 2.7 runtime assets, build profiles, and deterministic content validation.