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a16f3d1
ci: dispatch the release-notes sync from release.yml and land it thro…
Scriptwonder Oct 5, 2026
40f13a3
docs: backfill release notes to v10.3.0
Scriptwonder Oct 5, 2026
ac061d3
docs: refresh the docs-update checklist in UPDATE_DOCS_PROMPT.md
Scriptwonder Oct 5, 2026
4e895c2
docs(skill): merge the two skill copies and document every tool
Scriptwonder Oct 6, 2026
eb221a9
docs(skill): fail the tests when the two skill copies drift apart
Scriptwonder Oct 6, 2026
e94ed99
fix(cli): make -v/--verbose print each request and its raw response
Scriptwonder Oct 5, 2026
b4cf2a7
docs(cli): fix the CLI reference to document unity-mcp and its real f…
Scriptwonder Oct 6, 2026
55b6d3b
docs(cli): fix stale flags and negative-ID examples in the CLI guides
Scriptwonder Oct 6, 2026
04bfb8c
fix(cli): correct --help examples that Click rejects
Scriptwonder Oct 6, 2026
f78de33
docs(cli): add instance, shader, VFX, ProBuilder and batch sections t…
Scriptwonder Oct 6, 2026
04ec4c9
docs(manifest): say test_manifest_tools.py keeps the tools list in sync
Scriptwonder Oct 6, 2026
708d25a
fix(docs-gen): make the fallback group blurbs equal TOOL_GROUPS
Scriptwonder Oct 6, 2026
fb21b6a
fix(release-notes): join gh api pages without rewriting release bodies
Scriptwonder Oct 6, 2026
60bbe3a
ci: run the Python tests when the files they read change; track new s…
Scriptwonder Oct 6, 2026
f876877
docs(i18n): list the releases up to v10.3.0 in the Chinese README
Scriptwonder Oct 6, 2026
4d2cb7e
fix(cli): print help blocks as written instead of a literal \b
Scriptwonder Oct 6, 2026
81b2377
fix(cli): send an [x,y,z] --view-target to Unity as a position
Scriptwonder Oct 6, 2026
8c4c267
fix(cli): make script edit and validate call manage_script; remove in…
Scriptwonder Oct 6, 2026
f9ec94b
fix: address the AI review on #1442
Scriptwonder Oct 6, 2026
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9 changes: 6 additions & 3 deletions .claude/skills/unity-mcp-skill/SKILL.md
Original file line number Diff line number Diff line change
Expand Up @@ -134,7 +134,7 @@ read_console(
)
```

### 5. Always Check `editor_state` Before Complex Operations
### 5. Always Check `mcpforunity://editor/state` Before Complex Operations

```python
# Read mcpforunity://editor/state to check:
Expand Down Expand Up @@ -194,9 +194,11 @@ uri="file:///full/path/to/file.cs"
| **Animation** | `manage_animation`, `manage_sprite` | Animator control, clips and controllers. **2D sprite sheets**: `manage_sprite(action="get_info")` returns a PNG or JPEG sheet as an image to count the grid from, then `full_setup` slices it and builds clips and a controller; clip names decide the states (idle, walk/run, attack-type triggers). Off by default over HTTP: `manage_tools(action="activate", group="animation")`. |
| **Graphics** | `manage_graphics` | Rendering and post-processing management. 33 actions across 5 groups: **Volume** (create/configure volumes and effects, URP/HDRP), **Bake** (lightmaps, light probes, reflection probes, Edit mode only), **Stats** (draw calls, batches, memory), **Pipeline** (quality levels, pipeline settings), **Features** (URP renderer features: add, remove, toggle, reorder). Resources: `mcpforunity://scene/volumes`, `mcpforunity://rendering/stats`, `mcpforunity://pipeline/renderer-features`. Use `ping` to check pipeline status. See [tools-reference.md](references/tools-reference.md#graphics-tools). |
| **Packages** | `manage_packages` | Install, remove, search, and manage Unity packages and scoped registries. Query actions: list installed, search registry, get info, ping, poll status. Mutating actions: add/remove packages, embed for editing, add/remove scoped registries, force resolve. Validates identifiers, warns on git URLs, checks dependents before removal (`force=true` to override). See [tools-reference.md](references/tools-reference.md#package-tools). |
| **Physics** | `manage_physics` | Manage 3D and 2D physics (21 actions). Settings, collision matrix, materials, joints (14 types). Queries: `raycast`, `raycast_all`, `linecast`, `shapecast` (sphere/box/capsule sweep), `overlap`. Forces: `apply_force` (AddForce/AddTorque/AddExplosionForce with ForceMode). Rigidbody: `get_rigidbody`, `configure_rigidbody` (mass, drag, gravity, constraints, collision detection). Validation: scene-wide checks. Simulation: `simulate_step` in edit mode. See [tools-reference.md](references/tools-reference.md#physics-tools). |
| **ProBuilder** | `manage_probuilder` | 3D modeling, mesh editing, complex geometry. **When `com.unity.probuilder` is installed, prefer ProBuilder shapes over primitive GameObjects** for editable geometry, multi-material faces, or complex shapes. Supports 12 shape types, face/edge/vertex editing, smoothing, and per-face materials. See [ProBuilder Guide](references/probuilder-guide.md). |
| **UI** | `manage_ui`, `batch_execute` with `manage_gameobject` + `manage_components` | **UI Toolkit**: Use `manage_ui` to create UXML/USS files, attach UIDocument, inspect visual trees. **uGUI (Canvas)**: Use `batch_execute` for Canvas, Panel, Button, Text, Slider, Toggle, Input Field. **Read `mcpforunity://project/info` first** to detect uGUI/TMP/Input System/UI Toolkit availability. (see [UI workflows](references/workflows.md#ui-creation-workflows)) |
| **Docs** | `unity_reflect`, `unity_docs` | API verification and documentation lookup. **`unity_reflect`** inspects live C# APIs via reflection (requires Unity connection): `search` types across assemblies, `get_type` for member summary, `get_member` for full signatures. **`unity_docs`** fetches official docs from docs.unity3d.com (no Unity connection needed): `get_doc` (ScriptReference), `get_manual` (Manual pages), `get_package_doc` (package docs), `lookup` (parallel search all sources + project assets). **Trust hierarchy: reflection > project assets > docs.** Workflow: `unity_reflect` search -> get_type -> get_member -> `unity_docs` lookup. See [tools-reference.md](references/tools-reference.md#docs-tools). |
| **More** | `manage_material`, `manage_texture`, `manage_shader`, `manage_vfx`, `manage_profiler`, `execute_code`, `manage_scriptable_object`, `generate_image`, `generate_model`, `generate_audio`, `import_model`, `import_model_file`, `blender_bridge` | Materials; textures, shaders and VFX (`vfx` group); profiling (`profiling`); in-editor C# and ScriptableObjects (`scripting_ext`); AI asset generation, Sketchfab and on-disk model import, Blender (`asset_gen`). Every tool has a section in [tools-reference.md](references/tools-reference.md). |

## Common Workflows

Expand Down Expand Up @@ -273,7 +275,7 @@ set_active_instance(instance="MyProject@abc123")

| Symptom | Cause | Solution |
|---------|-------|----------|
| Tools return "busy" | Compilation in progress | Wait, check `editor_state` |
| Tools return "busy" | Compilation in progress | Wait, check `mcpforunity://editor/state` |
| "stale_file" error | File changed since SHA | Re-fetch SHA with `get_sha`, retry |
| Connection lost | Domain reload | Wait ~5s, reconnect |
| Commands fail silently | Wrong instance | Check `set_active_instance` |
Expand All @@ -282,6 +284,7 @@ set_active_instance(instance="MyProject@abc123")

For detailed schemas and examples:

- **[tools-reference.md](references/tools-reference.md)**: Complete tool documentation with all parameters
- **[tools-reference.md](references/tools-reference.md)**: Every tool's main actions, parameters, and examples, with links to the full parameter tables
- **[resources-reference.md](references/resources-reference.md)**: All available resources and their data
- **[workflows.md](references/workflows.md)**: Extended workflow examples and patterns
- **[probuilder-guide.md](references/probuilder-guide.md)**: ProBuilder modeling patterns
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