Unity C# Edit
SkillFiles & storageImplement, fix, and refactor Unity C# code with unity-cli write tools. Use when the user wants to change behavior in .cs files, create or rewrite scripts, update multiple C# files together, rename a symbol, add or remove members, or change project or package settings as part of a code change. Do not use for read-only inspection with no planned edit; use `unity-csharp-navigate` instead.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Unity C# Edit skill
What this skill tells your AI
The instructions your AI receives, as published by akiojin/unity-cli in .claude-plugin/plugins/unity-cli/skills/unity-csharp-edit/SKILL.md and read by ahel’s review.
Implement Unity C# changes with unity-cli as the primary write path. Prefer the smallest write primitive that keeps the change correct, and preserve Unity serialization, UI binding paths, and editor/runtime boundaries.
Use When
- The user intends to change C# behavior in
.csfiles. - The user wants to create or rewrite scripts (single or coordinated multi-file).
- The user asks for a symbol rename, member add/remove, or refactor.
- The user changes project or package settings as part of a code change.
Do Not Use When
- The task is read-only investigation; use
unity-csharp-navigate. - The work targets Editor state inspection (console, profiler, packages); use
unity-editor-tools.
Preferred Flow
- Decide the write shape: symbol edit, full-file write, multi-file write, or settings change.
- Read only the minimum context with
read,get_symbols,find_symbol, orfind_refs. - Preview risky symbol edits with
apply: false. - Apply with
refresh,waitForCompile, andupdateIndexwhen later steps depend on clean diagnostics. - Inspect
changedFiles,changedSymbols, anddiagnostics; fix compilation issues before unrelated follow-up.
unity-cli raw get_symbols --json '{"path":"Assets/Scripts/Player.cs"}'
unity-cli raw rename_symbol --json '{"relative":"Assets/Scripts/Player.cs","namePath":"Player/Jump","newName":"Leap","apply":false}'
unity-cli raw apply_csharp_edits --json '{"files":[{"relative":"Assets/Scripts/IPlayerMover.cs","newText":"public interface IPlayerMover { void Move(); }\n"}],"validate":true,"apply":true,"waitForCompile":true,"updateIndex":true}'
unity-cli raw get_compilation_state --json '{}'
Examples
- "Implement dash cooldown in
PlayerController.csand update the related tests." - "Rename
JumptoLeapacross the player package without breaking serialized field names." - "Create a new editor utility script and change the matching project setting."
- "Refactor an interface, its implementation, and the tests in one coordinated write."
References
- runtime-checklist.md: connection and instance prerequisites.
- file-write-recipes.md: choosing between symbol edits, file writes, and multi-file writes.
- lsp-write-safety.md: preview-first edits,
namePath, and write-result checks. - unity-implementation-guidelines.md: serialized fields, UI bindings, editor code, ScriptableObjects, SettingsProviders.
- settings-write-recipes.md: project and package settings safe-write recipes.
Signals
- GitHub stars
- 103
- Forks
- 12
- Last commit
- Aug 2026
Advanced
- Catalog kind
- skill
- Gateway key
unity-csharp-edit- Source
- github.com/akiojin/unity-cli