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Control and observe the Unity Editor — read persistent scene/file changes, enter/exit/pause/step play mode, inspect live GameObject runtime state, select objects, undo/redo, and execute menu items. Use after the user edited Unity while the AI was away, when file watching reports changes, or when driving Editor state. 控制并观察 Unity 编辑器(读取持久化场景/文件变更、进入/退出/暂停/单帧步进 play mode、检查运行时状态、选中对象、撤销/重做、执行菜单项);当用户在 AI 离开期间修改了 Unity、文件监控发现变化、或需要操控编辑器状态时使用。
Passed 17 of 19 test cases with the skill, and 4 of 19 without it.
and 16 more in the full report
13 fixed4 passed either way2 still failing0 broke3 errored
Tokens, turns and time describe resource use, not a dollar price.
One of 13 test cases the skill fixed. Same model, same prompt, with and without the skill.
I modified a C# script in Unity and want to verify if there are any compilation errors blocking our build. Which tool function should be called to inspect script compilation errors?
| Checked | Without skill | With skill |
|---|---|---|
| Directs the request to debug_check_compilation in the debug module. | Missed | Passed |
| Avoids attempting to call a non-existent editor_compile skill. | Passed | Passed |
The instructions your model reads when the skill loads.
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
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Observe and control the Unity Editor without parsing scene YAML.
editor_get_changes / editor_get_selection / editor_get_context / editor_get_state / editor_get_tags / editor_get_layers / editor_playmode_inspect 标 SkillMode.SemiAuto,可直接执行;其余 editor_select / editor_undo / editor_redo / editor_playmode_step 默认 FullAuto,Approval 模式下需 grant。editor_play / editor_play_capture / editor_stop / editor_pause(标 MayEnterPlayMode = true);editor_execute_menu(标 MayTriggerReload = true —— Assets/Refresh、Assets/Reimport All 之类的菜单项会触发域重载)。这些在 Approval 和 Auto 下都返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调;grant 流程对它们不适用,不要尝试。DO NOT (common hallucinations):
editor_run does not exist → use editor_play to enter play modeeditor_compile / editor_recompile do not exist → use debug_force_recompileeditor_save does not exist → use editor_execute_menu with menuPath "File/Save"editor_execute_menu requires exact menu path — typos cause silent failureRouting:
debug module's debug_check_compilationdebug module's debug_get_errorsscene_save (scene module) or editor_execute_menu menuPath="File/Save"editor_get_changes before reading .unity YAMLeditor_get_changes.dropped=true → its 500-entry retention window was exceeded; rebuild context with scene_context / scene_diff| Skill | Description |
|---|---|
editor_play | Enter play mode |
editor_play_capture | Observe runtime errors, optionally screenshot, then exit |
editor_stop | Exit play mode |
editor_pause | Toggle pause |
test cases passed, vs 4 / 19 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.