Unity Plugin Skill
Control Unity Editor through ~100 built-in tools. Works in both Editor and Play mode.
Safety and permissions
What this skill can change: anything the Unity Editor can — GameObjects and
components, scenes, prefabs, materials, shaders, textures and ScriptableObjects,
files under Assets/, installed packages, Play mode, and arbitrary C# run inside
the Editor process (script.execute, plus reflection-based calls).
What runs without asking: read-only tools only — get*, list, find,
script.read, debug.hierarchy, debug.screenshot, console.getLogs. Their
behaviour is unchanged.
What is gated at runtime: every project-changing tool — create, delete,
destroy, save, set*, component.add/remove, asset.* writes, prefab.*,
material.*, texture.*, editor.refresh/recompile, Play-mode control, input
simulation, test.run, script.execute — and any batch.execute that carries
one of them. The gateway extension refuses these by default.
Custom tools are gated by default (1.8.0): a name that is not in this
skill's built-in catalogue is a project-registered custom tool — the Editor
add-on's OpenClawCustomTools.Register lets a project publish a tool under any
name — so its verb proves nothing. mygame.getScore is treated exactly like
asset.delete: refused without the operator opt-in and confirm: true. Before
1.8.0 such a name passed ungated whenever it started with get/list/find,
which is what made the gate too weak to approve. To exempt one you have read:
# exact names, comma separated, on the gateway process
OPENCLAW_UNITY_READONLY_CUSTOM_TOOLS="mygame.getScore,mygame.listEnemies" \
openclaw gateway restart
script.execute, execute_code, execute_custom_tool, manage_tools and
anything whose name contains a destructive verb can never be declared read-only:
the allowlist ignores those entries. The in-package allowlist
(READ_ONLY_CUSTOM_TOOLS in extension/index.ts) is empty on purpose.
How to enable them — both steps are required:
The operator starts the gateway with the opt-in environment variable. It is read from the gateway process, so the model cannot set it:
OPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1 openclaw gateway restart # or, scoped to this skill only: OPENCLAW_UNITY_ALLOW_DESTRUCTIVE=1 openclaw gateway restartThe caller passes
confirm: trueon each project-changing call, after the user has approved that specific change:unity_execute: asset.delete {path: "Assets/Old/Item.prefab"}, confirm: true
Missing either one is a refusal with an explanation of what was blocked and how to allow it. Nothing reaches the Editor in the meantime.
Preview first: dryRun: true reports how a call is classified and what would
be sent, and sends nothing:
unity_execute: gameobject.destroy {name: "Player"}, dryRun: true
→ {risk: "project-changing", requiresConfirmation: true, wouldRun: false, executed: false}
Check the current state: openclaw unity status prints whether
project-changing tools are enabled, and GET /unity/status reports the same as
destructiveOperations: "enabled" | "blocked".
Bridge authentication (1.8.0): the /unity/* endpoints this extension serves
are the Editor add-on's half of the bridge. They now require a per-launch secret,
and they answer loopback peers only.
- When the gateway loads this extension it generates a 32-byte token and writes
it to
~/.openclaw/unity-bridge.tokenwith mode0600($OPENCLAW_CONFIG_DIR/$OPENCLAW_HOMEoverride the directory). The token is never logged — only its path is. - The Unity add-on reads that file (or
OPENCLAW_BRIDGE_TOKEN, or the API Token field ofOpenClawConfig) and sends it asX-OpenClaw-Bridge-TokenonPOST /unity/register. Without it: 401, and no session exists. registeranswers with a per-session token.poll,heartbeatandresultmust carry it asX-OpenClaw-Session, and it must belong to thesessionIdin the request. Otherwise: 401.- Every queued command carries a nonce.
POST /unity/resultis accepted only for a tool call that is actually in flight for that session and only with that call's nonce; anything else is dropped with 409 and never reaches the model. That is what stops a third local process from answering in the Editor's place. - Requests from a non-loopback peer are refused with 403, as is any request
carrying an
OriginorRefererheader — no browser may drive the bridge. No CORS headers are sent (before 1.8.0 the bridge repliedAccess-Control-Allow-Origin: *, which let any open web page reach it).
Legacy behaviour is off by default. OPENCLAW_UNITY_ALLOW_LEGACY_UNAUTHENTICATED=1
(or OPENCLAW_EDITOR_ALLOW_LEGACY_UNAUTHENTICATED=1) restores the pre-1.8.0
unauthenticated bridge for an old add-on and logs a warning saying so; openclaw unity status and GET /unity/status report auth: "legacy-unauthenticated"
while it is on. Update the add-on instead.
What the token does and does not buy: the file is 0600, so another user on
the machine cannot read it. A process running as you can, and that is the
same boundary that protects your SSH keys and the gateway's own config. The
bridge is not a sandbox against your own account.
Session isolation (1.8.0): each connected Editor gets its own session id,
session token, command queue and in-flight table. One session cannot poll
another's queue or answer another's tool call. When more than one Editor is
connected, unity_execute refuses to guess and asks for an explicit sessionId
— it will not silently drive the wrong project. Session tokens are never
reported by unity_sessions or GET /unity/status.
Scope of the gate: it lives in the gateway extension that ships with this
skill (extension/index.ts), so it covers every call routed through the OpenClaw
gateway — Telegram, Discord and the other channels. The Unity Editor add-on's
local MCP bridge (port 27182, Mode 2 below) is a separate install from the plugin
repository; from plugin 1.7.0 it has its own per-launch token
(~/.openclaw/unity-mcp-bridge.token, mode 0600), refuses browser-originated
requests and binds 127.0.0.1 only, but it is not covered by this
confirmation gate: an MCP client that holds that token talks to the Editor
directly.
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 <path>/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: <skill>/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 v1.7.0 this skill ships with
disableModelInvocation: true — it runs only on explicit user request, and every
project-changing call is gated on top of that (see
Safety and permissions).
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)
script.execute is project-changing: it needs the operator opt-in and
confirm: true on every call (see Safety and permissions).
# Debug logging
unity_execute: script.execute {code: "Debug.Log('Hello')"}, confirm: true
# 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 are gated at runtime (v1.7.0+): deleting GameObjects/assets, saving scenes/projects, installing packages, simulating keyboard/mouse input and running
script.executeare refused by the gateway extension unless it was started withOPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1and the call carriesconfirm: true. Confirm the change with the user before setting it — see Safety and permissions. - Custom tools are gated too (v1.8.0+): any tool name outside the built-in catalogue — including tools a project registers through
OpenClawCustomTools— is classified project-changing whatever its verb reads like, andexecute_code/manage_tools/execute_custom_tool/script.executecan never be exempted. - The bridge is authenticated (v1.8.0+):
/unity/*needs a per-launch token from~/.openclaw/unity-bridge.token(mode 0600) to register, a per-session token on every later request, and the issued nonce on every result. Non-loopback peers and browser-originated requests get 403. A process running as your user can read the token file — that is the boundary. - 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: the gateway serves
/unity/*to loopback peers only and requires the bridge token; the Editor add-on's MCP bridge listens on 127.0.0.1:27182 and (from plugin 1.7.0) requires its own token. Do not port-forward or reverse-proxy either one. - 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. Project-changing tools default to refused, custom tools count as project-changing, the bridge requires a token, anddryRun: truepreviews any call without sending it. 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