Official Unity Plugin for Claude Code

Sep 9, 2026
Rachel Zhao - Unity
Director of AI Products
EngineAI features
The official Unity Plugin for Claude Code shown in the Claude Code plugins directory

The way you arrive at the Unity Engine has changed faster this year than most of us expected, and a growing number of you now might begin by describing a game you want to create to a coding agent rather than opening a browser and working your way toward a download. When you ask an agent to help with building a game today, it picks an engine for you, and it tends to pick something it can install, run and share with you inside that same session.

At Unite Seoul we launched the Unity CLI so that you could point the coding agent you already prefer at the Unity Engine, and today we are continuing that evolution with the official Unity Plugin for Claude Code. The official Unity Plugin for Claude Code is a first-party plugin which installs Unity's engineering skills, the Unity CLI, and Unity's MCP server for live Editor control, so Claude Code works in a Unity project the way Unity intends.

The new Unity Plugin installs into Claude Code, either from the terminal or from the Claude Desktop app’s Claude Code, and it is listed among the Claude partner plugins (see image). Claude Code is the first coding agent you can install it into, and we will be offering the plugin on other coding agents later this year so that you can benefit from our official plugin in whichever one you prefer.

What comes with the Official Unity Plugin?

Imagine if you hire a contractor to help you with a project. They are experienced and they are fast, but they have never seen your codebase, so everything they produce that day is a reasonable guess: they assemble the sprite atlas in a way that works but is not how your team does it, they reach for whichever UI framework they happen to know rather than the one you standardized on, and you actually end up with the wrong output. This is similar to what happens when you point a general-purpose coding agent at a Unity project right now.

The official Unity Plugin will help close this gap. It will teach the agent how to do one job the way it is actually meant to be done — where a Unity project keeps its assets, how an atlas is supposed to be built, what a URP renderer feature has to satisfy before it will run at all. Currently, the plugin installs 29 skills (we’ll add more over time) with a single command, with no configuration, no per-project setup, and nothing to copy between machines when you move to a new one. None of that is new work for a Unity developer, because every one of those jobs is something you already do in a normal week. What changes is that the agent now approaches them holding our answer instead of assembling one from third party sources. You can now spend more time on the result and less time worrying about correcting the approach. The table summarizes the initial set of skills that are available with the official Unity Plugin for Claude Code. Also, please see all of our documentation for the plugin here.

Getting started & tooling

Skill
/new-unity-project
What it does
Guided flow for a brand-new project: gathers the concept, platforms and monetization, installs the Editor while it asks, then creates the project, source control and packages. Does not scaffold gameplay code.
/unity-cli
What it does
Drives Unity from the terminal, including a live Editor — create and modify GameObjects, edit scenes and assets, inspect the hierarchy, run C#. Also editor installs, licences, builds and logs.
/unity-package-management
What it does
Add, remove, upgrade and discover UPM packages from outside the Editor, including headless and CI installs via the C# PackageManager.Client API.

UI & text

Skill
/ui
What it does
Router and UI generalist. Detects which UI system a project uses before any UI code is written, then hands off to UI Toolkit, uGUI or IMGUI. Use for any menu, HUD or screen request where no framework is named.
/ui-uitk
What it does
UI Toolkit expert for Unity 6.0+: UXML and USS files, flex layouts, UIDocument, runtime binding, custom elements, manipulators, PanelSettings.
/ui-ugui
What it does
uGUI (Canvas-based) expert: Canvas hierarchies, RectTransforms, Layout Groups and prefab UI.
/ui-imgui
What it does
IMGUI expert for legacy editor tooling — EditorWindows, custom Inspectors, PropertyDrawers, OnGUI. Maintenance only; new editor UI defaults to UI Toolkit.
/optimize-text-mesh-pro
What it does
TextMeshPro font stacks, dynamic fallback atlases, padding and sampling ratios, SDF16, AutoSize discipline, CJK fonts, and Memory Profiler font-data capture.

2D & sprites

Skill
/2d-pixel-perfect
What it does
Sets up, diagnoses and fixes pixel-perfect 2D rendering for retro and pixel-art games.
/sprite-editor
What it does
Edits sprite rectangles, borders, pivots and outlines, and slices sprite sheets automatically, on a grid, or isometrically.
/sprite-segment-3x3grid
What it does
Segments a sprite into a 3×3 grid by colour match and outputs a text pattern of which cells match the centre — the input format the RuleTile skill consumes.
/manage-sprite-atlas
What it does
Manages SpriteAtlas through a prebuild pipeline: master and variant atlases, texture and packing settings, per-platform configuration, runtime atlas access.
/tilemap-palette-create
What it does
Creates a Tile Palette asset for 2D level design, in rectangular, hexagonal or isometric grid layouts.
/tilemap-ruletile-createempty
What it does
Creates a blank RuleTile, HexagonalRuleTile or IsometricRuleTile for custom rule configuration. Only when no sprites are supplied.
/tilemap-ruletile-createfromsegment
What it does
Builds auto-tiling RuleTiles from existing terrain or edge sprites, converting 3×3 grid patterns into TilingRule neighbour configurations sorted by specificity.

Graphics & rendering

Skill
/urp-postprocessing
What it does
Sets up and debugs URP post-processing through the Volume framework — bloom, tonemapping, colour adjustments, depth of field, vignette, motion blur.
/shader-graph-create-custom-node
What it does
Generates custom Shader Graph nodes from HLSL, including making existing HLSL work as a reflected function node.
/validate-urp-render-graph-renderer-feature
What it does
Reviews a Unity 6+ URP ScriptableRendererFeature built on the Render Graph API: resource wiring, material binding, execution structure, descriptor usage, global resource exposure.

Audio

Skill
/audio-setup-mixers
What it does
Classifies every Audio Source by what it plays and routes it into the right Audio Mixer Group. Reports what it could not match rather than silently skipping it.
/optimize-audio
What it does
Cuts audio memory and CPU cost through import settings and mixer configuration. Picks the right Load Type for short clips vs. music vs. ambient beds.
/setup-vivox-voice-chat
What it does
In-game voice and text chat with Unity Vivox: mic permissions on Android and iOS, VAD tuning, push-to-talk, proximity and team channels, mute and volume UI.

Scene & gameplay

Skill
/initialize-ai-navigation
What it does
Sets up AI Navigation — NavMesh surfaces and agents, obstacles, links, modifiers, areas and costs. Walkable meshes, pathfinding, patrol routes.
/physics-3d-collision
What it does
Diagnoses 3D PhysX collision and trigger problems: callbacks not firing, objects passing through each other, raycasts missing, forces that stop working after settling.

Monetization & live ops

Skill
/implement-in-app-purchases
What it does
Implements, configures and debugs Unity IAP end to end — catalog, the two-step pending-confirm flow, receipt validation, restore, Apple and Google extensions, D2C via Stripe/Coda, and migration off native billing or RevenueCat/Adapty/Essential Kit/UniPay.
/levelplay-unity-integration
What it does
Integrates the LevelPlay Mediation SDK: rewarded, interstitial and banner ads, network configuration, Android Gradle and iOS CocoaPods dependencies, ATT and privacy, ILRD revenue tracking, migration from Unity Ads or deprecated IronSource APIs.
/build-live-game
What it does
Backend-driven live-service features on Unity Services: battle passes, progression, cloud save, leaderboards, virtual economies, server-authoritative logic, remote config, feature flags, A/B testing, analytics.

Multiplayer

Skill
/setup-multiplayer-services
What it does
Real-time multiplayer with Unity Multiplayer Services: topology choice, hosting, matchmaking, discovery, network setup and session-based play (rooms, parties, lobbies).

Platform & localization

Skill
/optimize-web
What it does
Smaller downloads and faster loads for WebGL and WebGPU builds: compression, stripping, exception handling, memory, browser-side profiling.
/localization
What it does
Sets up Unity Localization: locales, String and Asset Tables, CJK font support, and Addressables workflows.

Why Choose the Official Unity Plugin

The developer community has done a great job of offering plugins that provide a lot of skills that are very helpful. It was clear to us that a plugin is important and many are widely used. We decided to create a first party plugin so that you can benefit from skills written by the Unity teams that own the feature, have had a security review, and provide documentation that stays in step with the engine.

Additionally, when you use a skill vs. trying to have Claude code an unfamiliar task without help, the output should have fewer errors, is generally more token efficient, and enables you to complete the task in fewer turns.

That is why we felt shipping a first-party plugin was so important. These skills come from Unity engineers and are written against the way the engine really behaves, and they carry our name in the directory. In fact, check out the example in the following video.

The official Unity Plugin shown in the Claude Code plugins directory

Try it today and send us your feedback

Install the plugin today, open a project, and complete a tedious task — the atlas, the localization pass, in-app purchases. Unity's AI tooling has been on a fast evolutionary path this year, moving from things we were building internally toward things you can actually pick up, and this release is where our updates go from repos to yours. Every skill the teams add from here shows up inside the tools you already have open on the day we ship it, and the next agent you decide to try will find Unity already waiting for it.

Try it today and let us know what you think!