C# script management — create, read, replace, and analyze Unity scripts. Triggers: script, C#, create script, write code, MonoBehaviour, ScriptableObject, class, code generation, script_create, script_replace, 脚本, 创建脚本, C#代码, 编写代码, 生成脚本, 代码模板.
BATCH-FIRST: Use
script_create_batchwhen creating 2+ scripts. DESIGN-FIRST: Before creating gameplay scripts, actively consider coupling, performance, and maintainability. In an existing project, load../project-scout/SKILL.mdfirst. If the user is asking for architecture or refactoring advice, load../architecture/SKILL.mdand then../patterns/SKILL.md,../async/SKILL.md,../inspector/SKILL.md,../performance/SKILL.md,../script-roles/SKILL.md,../scene-contracts/SKILL.md,../testability/SKILL.md, or../scriptdesign/SKILL.mdas needed.
Mode: Semi-Auto (available by default)
DO NOT (common hallucinations):
script_editscript_updatescript_replacescript_write does not exist → use script_create (new file) or script_replace (modify existing)scriptName parameter must NOT include .cs extensionRouting:
script_replace (find/replace) or script_append (add lines)script_readscript_get_compile_feedbackperception module's script_analyze| Single Object | Batch Version | Use Batch When |
|---|---|---|
script_create | script_create_batch | Creating 2+ scripts |
No batch needed:
script_read - Read script contentscript_delete - Delete scriptscript_find_in_file - Search in scriptsscript_append - Append content to scriptscript_get_compile_feedback - Check compile errors for one script after Unity finishes compilingcreate_script() in scripts/unity_skills.py now waits for Unity to come back once and refreshes compile feedback automatically after script creation.Create a C# script from template.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
scriptName | string | Yes | - | Script class name |
folder | string | No | "Assets/Scripts" | Save folder |
template | string | No | "MonoBehaviour" | Template type |
namespaceName | string | No | null | Optional namespace |
Templates: MonoBehaviour, ScriptableObject, Editor, EditorWindow
Returns: {success, path, className, namespaceName, designReminder, compilation?}
compilation includes:
isCompilinghasErrorserrorCounterrors[]nextActionCreate multiple scripts in one call.
Returns: {success, totalItems, successCount, failCount, results: [{success, path, className}], compilation?}
Before batch creation, decide whether each script should be:
MonoBehaviour bridgeScriptableObject configuration assetunity_skills.call_skill("script_create_batch", items=[
{"scriptName": "PlayerController", "folder": "Assets/Scripts/Player", "template": "MonoBehaviour"},
{"scriptName": "EnemyAI", "folder": "Assets/Scripts/Enemy", "template": "MonoBehaviour"},
{"scriptName": "GameSettings", "folder": "Assets/Scripts/Data", "template": "ScriptableObject"}
])
Read script content.
| Parameter | Type | Required | Description |
|---|---|---|---|
scriptPath | string | Yes | Script asset path |
Returns: {success, path, content}
Delete a script.
| Parameter | Type | Required | Description |
|---|---|---|---|
scriptPath | string | Yes | Script to delete |
Search for patterns in scripts.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
pattern | string | Yes | - | Search pattern |
folder | string | No | "Assets" | Search folder |
isRegex | bool | No | false | Use regex |
limit | int | No | 100 | Max results |
Returns: {success, pattern, totalMatches, matches: [{file, line, content}]}
Append content to a script.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
scriptPath | string | Yes | - | Script path |
content | string | Yes | - | Content to append |
atLine | int | No | end | Line number to insert at |
Get compile diagnostics related to one script.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
scriptPath | string | Yes | - | Script path |
limit | int | No | 20 | Max diagnostics |
import unity_skills
# BAD: 3 API calls + 3 Domain Reloads
unity_skills.call_skill("script_create", scriptName="PlayerController", folder="Assets/Scripts/Player")
# Wait for Domain Reload...
unity_skills.call_skill("script_create", scriptName="EnemyAI", folder="Assets/Scripts/Enemy")
# Wait for Domain Reload...
unity_skills.call_skill("script_create", scriptName="GameManager", folder="Assets/Scripts/Core")
# Wait for Domain Reload...
# GOOD: 1 API call + 1 Domain Reload
unity_skills.call_skill("script_create_batch", items=[
{"scriptName": "PlayerController", "folder": "Assets/Scripts/Player"},
{"scriptName": "EnemyAI", "folder": "Assets/Scripts/Enemy"},
{"scriptName": "GameManager", "folder": "Assets/Scripts/Core"}
])
# Wait for Domain Reload once...
After creating or editing scripts, Unity triggers a Domain Reload (recompilation). Use the returned compilation field first. If isCompiling=true, wait for Unity to finish and then call script_get_compile_feedback.
import time
result = unity_skills.call_skill("script_create", scriptName="MyScript")
time.sleep(5) # Wait for Unity to recompile if result["compilation"]["isCompiling"] is true
feedback = unity_skills.call_skill("script_get_compile_feedback", scriptPath=result["path"])
unity_skills.call_skill("component_add", name="Player", componentType="MyScript")
Update, repeated Find, reflection in hot paths, and avoidable allocationsscript_get_compile_feedback and fix reported errorsscript_replaceFind and replace content in a script file.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
scriptPath | string | Yes | - | Script asset path |
find | string | Yes | - | Text or pattern to find |
replace | string | Yes | - | Replacement text |
isRegex | bool | No | false | Use regex matching |
checkCompile | bool | No | true | Check compilation after replace |
diagnosticLimit | int | No | 20 | Max compile diagnostics |
Returns: { success, path, replacements, compilation? }
script_listList C# script files in the project.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
folder | string | No | "Assets" | Folder to search in |
filter | string | No | null | Filter string for path matching |
limit | int | No | 100 | Max results |
Returns: { count, scripts: [{ path, name }] }
script_get_infoGet script info (class name, base class, methods).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
scriptPath | string | Yes | - | Script asset path |
Returns: { path, className, baseClass, namespaceName, isMonoBehaviour, publicMethods, publicFields }
script_renameRename a script file.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
scriptPath | string | Yes | - | Script asset path |
newName | string | Yes | - | New script name (without extension) |
checkCompile | bool | No | true | Check compilation after rename |
diagnosticLimit | int | No | 20 | Max compile diagnostics |
Returns: { success, path, oldPath, newName, compilation? }
script_moveMove a script to a new folder.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
scriptPath | string | Yes | - | Script asset path |
newFolder | string | Yes | - | Destination folder. Must already exist. |
checkCompile | bool | No | true | Check compilation after move |
diagnosticLimit | int | No | 20 | Max compile diagnostics |
Returns: { success, path, oldPath, newPath, compilation? }
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.