executing-plans
executing-plans
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available
unity-scriptCreate, read and analyze C# scripts
Independent GitHub snapshot · Automated classification · Original documentation governs
Create, edit, move and inspect C# scripts and get their compile result. Parameters come from the schema (recommend includeSchema=true or /skills/schema?names=), which notes the non-obvious ones — never from a skill's name. Execution and dryRun rules: root SKILL.md.
Read-only SemiAuto skills run directly in every mode: script_read, script_list, script_find_in_file, script_get_info, script_get_compile_feedback. All 7 writers — script_create, script_create_batch, script_replace, script_append, script_rename, script_move, script_delete — are MayTriggerReload + RiskLevel:"high" (a written .cs reloads the domain; script_delete is also Delete), so they are NeverInSemi: Approval and Auto return MODE_FORBIDDEN, and only Bypass or an Allowlist hit runs them. Never request a grant for them → operating mode.
{success, status: "accepted", path, jobId, waitUrl, serverAvailability}; compilation follows, and the server is briefly unreachable during the domain reload.waitUrl (/jobs/<jobId>?wait=90), e.g. curl -s --retry 20 --retry-connrefused --retry-all-errors --retry-delay 2 "http://localhost:<port>/jobs/<jobId>?wait=90". It answers once compilation settles: job status completed, or failed on compile errors, with diagnostics in resultData.compilation (isCompiling, hasErrors, errorCount, errors: [{type, message, file, line}]). During the reload it may refuse or return 503: repeat the same URL; waitTimedOut: true means GET it again.script_get_compile_feedback(scriptPath) returns the same diagnostics on demand. Fix errors first: component_add finds a new MonoBehaviour only after a clean compile.checkCompile: false skips the diagnostics; diagnosticLimit caps them (default 20).scriptName is the file and class name, without .cs or path separators. Paths (folder, scriptPath, newFolder) are project-relative, starting with Assets/ or Packages/; a missing folder is created. An existing file is never overwritten (Script already exists).script_create writes content verbatim when given (then template / namespaceName are ignored, with a warning); otherwise it fills a template — MonoBehaviour (default), ScriptableObject, Editor, EditorWindow (the last two default to Assets/Editor) — wrapped in namespaceName if set. Any other bare name is rejected (validValues lists these four); text containing code stays a literal template with {CLASS}/{NAMESPACE} filled, but use content for custom classes. A MonoBehaviour or ScriptableObject binds to its file only when the class name equals the file name; content declaring no such type gets a warning.script_create_batch: one domain reload instead of N.script_create, script_create_batch, script_replace (find/replace, plain or regex), script_append (insert lines), script_rename (file only; the class inside is not renamed), script_move (creates the destination folder), script_delete.script_read, script_list, script_find_in_file (plain or regex, per line), script_get_info (class, base class, public members), script_get_compile_feedback.Per-skill tables and return shapes: reference/<skill_name>.md — rarely needed, the schema notes the parameters.
DO NOT (common hallucinations):
script_edit / script_update do not exist → use script_replace for find-and-replacescript_write does not exist → use script_create (new file) or script_replace (modify existing)Elsewhere: API analysis of a compiled script → script_analyze (perception).
Names, parameters, defaults and required flags come from GET /skills/schema?category=Script (or ?names=a,b), not this file.
| Error | Trigger → fix |
|---|---|
MISSING_PARAM | e.g. scriptName, pattern, find, newName → supply it; the error (or a dryRun) lists all parameters. |
SEMANTIC_INVALID | Path separators in scriptName / newName, a path outside Assets/ / Packages/, or the script already exists → fix the name or path, or rename/move the existing file. |
TARGET_NOT_FOUND | Script, MonoScript or folder missing → find the right scriptPath with script_list / asset_find. |
SKILL_ERROR | A filesystem or AssetDatabase move/rename/delete failed → read the message, resolve it, retry. |
Transport codes (COMPILING, RATE_LIMIT, ...) → error codes.