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Unity 6 with the official agent plugin

Project rules for using Unity's official agent plugin safely in Claude Code or Codex: commit first, Editor-driven scene edits, .meta discipline, compile and test checks.

Verified install Not agent-tested v1.0.0 MIT updated unitycsharp
Equips
  • 2 2 Rules
  • 1 1 Skills
  • – 0 MCP

Unity released an official agent plugin for Claude Code, Codex and Grok this autumn. Its skills edit scripts, scenes and assets directly and can run C# in the open Editor through the Unity CLI, and Unity's own README warns that not every change can be undone from the Editor. This loadout adds the project rules around it: a clean git tree before changes, Editor-driven edits instead of hand-edited scene YAML, .meta file discipline, generated folders left alone, and compile and test checks, plus a setup skill with the documented install commands.

What's in it

  • Documented install commands for Claude Code and Codex, with checks
  • Commit before larger changes; clean tree required
  • Scenes and prefabs changed through the Editor, not hand-edited YAML
  • .meta and generated-folder rules that prevent broken references
  • Batch-mode EditMode and PlayMode test commands

You'll need

  • Tools: git
Level 1 · automated

Verification

Verified install

Checked at commit 316f4bc · 8 passed, 0 failed, 2 not applicable

CheckResultWhat we found
Listinglisting.yaml matches the schema and declares every file in the folder. Pass
Schema valid; 5 files declared, none missing or extra
  • tested.status: untested (agent tests are separate from Level 1)
Files parseJSON parses; SKILL.md and .mdc front matter is valid YAML with the fields each agent needs; code fences are closed. Pass All 5 files parse; front matter valid
AdaptersCLAUDE.md imports @AGENTS.md, GEMINI.md imports @./AGENTS.md, and both match the generator. Pass
CLAUDE.md and GEMINI.md import AGENTS.md and are up to date
  • CLAUDE.md: matches the generator
  • GEMINI.md: matches the generator
Install pathsEvery file lands where each agent documents it, with no collisions, and the laid-out project is re-discovered correctly. Pass
Correct paths for all 6 agents; layouts re-discovered
  • Claude Code: 3 files, 1 skill in .claude/skills/
  • Codex CLI: 2 files, 1 skill in .agents/skills/
  • Cursor: 3 files, 1 skill in .agents/skills/, 1 rule
  • Gemini CLI: 3 files, 1 skill in .agents/skills/
  • Antigravity CLI: 2 files, 1 skill in .agents/skills/
  • GitHub Copilot: 2 files, 1 skill in .agents/skills/
MCP configmcp.json is structurally valid, converts to each agent's format, declares no literal secrets, and referenced packages exist on npm/PyPI. Not applicable No MCP servers in this loadout
Safety scanThe intake scanner finds no credentials, risky shell, hidden Unicode or prompt-injection wording, and the listing's network flag is honest. Pass
Clean: no credentials, risky shell or hidden text
  • Scanner intake-precheck/1: verdict clean; network no (listing says no)
ReferencesLinks and file paths between the loadout's files resolve, including for each agent's installed layout. Pass 1 reference between files resolves for every agent
Size limitsFile count and sizes are within the submission limits; SKILL.md bodies stay under 500 lines. Pass
5 files, 5.0 KB total; largest AGENTS.md 2.0 KB
  • Limits: 30 files, 32 KB per file, 128 KB total, 500 lines per skill or rule
LicenceA recognised SPDX licence, with the licence text available. Pass MIT, by Agent Loadout; text in the repository LICENSE
Starter buildA minimal fixture project with the loadout applied installs and builds or type-checks, and the loadout's own code examples compile. Not applicable
Not applicable: the Unity Editor needs a licence and a multi-gigabyte install, so it can't run free and quickly in CI
  • The plugin and the test commands need Unity 6 and a signed-in licence.
  • Every other Level 1 check still runs on this loadout.

What this means: a script checked the files themselves: they parse, they install where each agent looks, any MCP config is sound, the safety scan is clean, references between files resolve, and, where a free and repeatable fixture exists, a small starter project builds with the loadout applied. No AI agent was run. Per-agent results ("tested with agent") are separate and stay untested until an agent actually runs.

Install

Choose your agent. Run the commands from your project root, or download a zip already laid out in the right folders.

Claude Code reads CLAUDE.md (imports AGENTS.md with @AGENTS.md) and skills from .claude/skills/.

Download zip
curl -fsSL --create-dirs -o AGENTS.md https://loadout.jnw-it.com/raw/unity-agent-plugin/1.0.0/AGENTS.md
curl -fsSL --create-dirs -o CLAUDE.md https://loadout.jnw-it.com/raw/unity-agent-plugin/1.0.0/CLAUDE.md
curl -fsSL --create-dirs -o .claude/skills/unity-plugin-setup/SKILL.md https://loadout.jnw-it.com/raw/unity-agent-plugin/1.0.0/skills/unity-plugin-setup/SKILL.md
FileGoes to
AGENTS.mdAGENTS.md
CLAUDE.mdCLAUDE.md
skills/unity-plugin-setup/SKILL.md.claude/skills/unity-plugin-setup/SKILL.md

Already have an AGENTS.md or CLAUDE.md? The commands above overwrite it — download the file instead and merge the sections you want.

Files

Rules AGENTS.md Unity 6 project rules for agent work with the official plugin. 29 lines
Download Raw
# AGENTS.md: Unity 6 with the official Unity agent plugin

This project uses Unity 6+ and Unity's official agent plugin (skills that edit scripts, scenes and assets, and can run
C# in the open Editor through the Unity CLI). Those changes are powerful and not always undoable from the Editor.

## Before changing anything
- `git status` must be clean. If it is not, ask the human to commit or stash first. Commit before every larger change
  (new system, scene restructuring, import-setting changes, package changes).
- Confirm the Unity version (`ProjectSettings/ProjectVersion.txt`) is 6000.x. The plugin requires Unity 6 or later.

## How to change things
- Prefer the plugin's skills and the Editor (through the Unity CLI) for scenes, prefabs, ScriptableObjects and import
  settings. Do not hand-edit `.unity`, `.prefab` or `.asset` YAML unless the human asks; references break silently.
- Every asset has a `.meta` file with its GUID. Move and rename assets in the Editor, or move the `.meta` with the asset.
  Never delete or regenerate `.meta` files.
- Never edit `Library/`, `Temp/`, `Logs/`, `obj/` or `UserSettings/`. They are generated and git-ignored.
- Packages: change `Packages/manifest.json` only when asked, one package per commit, and note the version.
- Scripts: one public type per file, file name matches the class. Use the existing assembly definitions (`.asmdef`).

## Checking your work
- After script changes, check the Editor console for compile errors before anything else.
- Run tests when the project has them:
  `Unity -batchmode -projectPath . -runTests -testPlatform EditMode -testResults ./TestResults/editmode.xml`
  (close the Editor first, or use the Test Runner inside it). PlayMode tests use `-testPlatform PlayMode`.
- For visual changes, ask the human to look, or capture a Game view screenshot through the plugin when available.
- Summarise which scenes, prefabs and assets you changed so the human can review them in the Editor.

Use the `unity-plugin-setup` skill if the plugin is not installed.
Adapter CLAUDE.md Imports AGENTS.md for Claude Code. 10 lines
Download Raw
# CLAUDE.md

@AGENTS.md

## Claude Code notes
- Skills from this loadout live in `.claude/skills/`: `unity-plugin-setup`. Use them when their description matches the task.
- Follow AGENTS.md above; where this file and AGENTS.md disagree, AGENTS.md wins.

<!-- From the Agent Loadout "Unity 6 with the official agent plugin" v1.0.0 — https://loadout.jnw-it.com/loadouts/unity-agent-plugin/ -->
Adapter GEMINI.md Imports AGENTS.md for Gemini CLI. 10 lines
Download Raw
# GEMINI.md

@./AGENTS.md

## Gemini CLI notes
- Skills from this loadout live in `.agents/skills/`: `unity-plugin-setup`. Use them when their description matches the task.
- Follow AGENTS.md above; where this file and AGENTS.md disagree, AGENTS.md wins.

<!-- From the Agent Loadout "Unity 6 with the official agent plugin" v1.0.0 — https://loadout.jnw-it.com/loadouts/unity-agent-plugin/ -->
Cursor rule .cursor/rules/unity-csharp.mdc C# conventions for Unity scripts. 13 lines
Download Raw
---
description: Unity C# script conventions.
globs: Assets/**/*.cs
alwaysApply: false
---

- One public type per file; the file name matches the type. Namespaces follow the folder under `Assets/Scripts/`.
- Serialise private fields with `[SerializeField] private`, not public fields.
- Cache component lookups in `Awake`; no `GetComponent`, `Find` or allocations in `Update`.
- Use `TryGetComponent` instead of `GetComponent` plus a null check.
- Do not compare Unity objects with `?.` or `??`; use `== null` or implicit bool, which respect destroyed objects.
- New input code uses the Input System package, not `UnityEngine.Input`, if the project has it installed.
Skill skills/unity-plugin-setup/SKILL.md Install and check the plugin and prepare the project. 22 lines
Download Raw
---
name: unity-plugin-setup
description: Install and check Unity's official agent plugin for Claude Code or Codex, and prepare the project (git, ignore file, Unity CLI). Use when the Unity skills are missing or before the first agent session in a Unity project.
---

# Set up the Unity agent plugin

1. **Project checks.** Unity 6+ (`ProjectSettings/ProjectVersion.txt`). The project is a git repository with a Unity
   `.gitignore` that excludes `Library/`, `Temp/`, `Logs/`, `obj/`, `UserSettings/`. If not, propose one and ask.
2. **Install** (the human runs these; they change the agent's own configuration):
   - Claude Code, inside a session: `/plugin marketplace add Unity-Technologies/unity-agent-plugin`, then
     `/plugin install unity@unity-agent-plugin`. From a terminal: `claude plugin marketplace add …` and
     `claude plugin install unity@unity-agent-plugin`, then `/reload-plugins`.
   - Codex: `codex plugin marketplace add Unity-Technologies/unity-agent-plugin`, then `codex plugin add unity@unity-agent-plugin`.
3. **Check.** Claude Code: typing `/unity:` lists the skills. Codex: `codex plugin list` shows `unity`.
4. **Unity CLI.** Many skills work best with the Unity CLI talking to the open Editor. When a task needs it, the plugin
   offers to install it; tell the human before accepting, because it adds a package to the project. Commit first.
5. **First task.** Start with something small and reviewable (a settings screen, an input mapping) and review the diff
   and the scene changes in the Editor before larger work.

Source: github.com/Unity-Technologies/unity-agent-plugin (README, checked 16 October 2026).

All files: source zip · Licence MIT · By Agent Loadout · First listed

Credits

Public work that inspired this loadout. The wording here is our own; follow the links for the originals.

Installing and testing

How do I install Unity 6 with the official agent plugin in Claude Code?

From your project root, put AGENTS.md, CLAUDE.md, skills/unity-plugin-setup/SKILL.md at .claude/skills/unity-plugin-setup/SKILL.md. The "Claude Code" tab on this page has the curl commands, or download https://loadout.jnw-it.com/download/unity-agent-plugin/claude-code.zip, which is already laid out. Do not overwrite an existing AGENTS.md or CLAUDE.md; merge it.

How do I install Unity 6 with the official agent plugin in Codex CLI?

From your project root, put AGENTS.md, skills/unity-plugin-setup/SKILL.md at .agents/skills/unity-plugin-setup/SKILL.md. The "Codex CLI" tab on this page has the curl commands, or download https://loadout.jnw-it.com/download/unity-agent-plugin/codex.zip, which is already laid out. Do not overwrite an existing AGENTS.md or CLAUDE.md; merge it.

How do I install Unity 6 with the official agent plugin in Cursor?

From your project root, put AGENTS.md, .cursor/rules/unity-csharp.mdc, skills/unity-plugin-setup/SKILL.md at .agents/skills/unity-plugin-setup/SKILL.md. The "Cursor" tab on this page has the curl commands, or download https://loadout.jnw-it.com/download/unity-agent-plugin/cursor.zip, which is already laid out. Do not overwrite an existing AGENTS.md or CLAUDE.md; merge it.

How do I install Unity 6 with the official agent plugin in Gemini CLI?

From your project root, put AGENTS.md, GEMINI.md, skills/unity-plugin-setup/SKILL.md at .agents/skills/unity-plugin-setup/SKILL.md. The "Gemini CLI" tab on this page has the curl commands, or download https://loadout.jnw-it.com/download/unity-agent-plugin/gemini-cli.zip, which is already laid out. Do not overwrite an existing AGENTS.md or CLAUDE.md; merge it.

How do I install Unity 6 with the official agent plugin in Antigravity CLI?

From your project root, put AGENTS.md, skills/unity-plugin-setup/SKILL.md at .agents/skills/unity-plugin-setup/SKILL.md. The "Antigravity CLI" tab on this page has the curl commands, or download https://loadout.jnw-it.com/download/unity-agent-plugin/antigravity-cli.zip, which is already laid out. Do not overwrite an existing AGENTS.md or CLAUDE.md; merge it.

How do I install Unity 6 with the official agent plugin in GitHub Copilot?

From your project root, put AGENTS.md, skills/unity-plugin-setup/SKILL.md at .agents/skills/unity-plugin-setup/SKILL.md. The "GitHub Copilot" tab on this page has the curl commands, or download https://loadout.jnw-it.com/download/unity-agent-plugin/copilot.zip, which is already laid out. Do not overwrite an existing AGENTS.md or CLAUDE.md; merge it.

Has Unity 6 with the official agent plugin been tested?

It passed the Level 1 automated install checks on 2026-10-17: the files parse, install to each agent's documented paths, and pass the safety scan. No AI agent has run it yet, so no agent pass or fail is claimed.

More for Claude Code, Codex, Cursor, Gemini CLI, Antigravity CLI and GitHub Copilot.