Recipes

Unity Scene Mod Agent

Suggested by runchr · today

Games & Simulations

Draft — a suggested stack, not yet verified by a member.

Mod a Unity game's scenes and scripts from a plain-language brief.

What they did

universal-modder researches the game's structure and writes the mod plan, then drives unity-mcp to open scenes, edit GameObjects, and attach scripts inside the Unity Editor. context-mode sandboxes the verbose editor and console output so the agent keeps a stable working memory across many edit-verify cycles.

How it went

A working, tested mod applied directly in the Unity project, with the scene and script changes committed.

Worth knowing

Editor API changes between Unity versions can break generated scripts, and mods touching serialized assets can corrupt scenes without a backup.

Wiring

Install unity-mcp and point it at the running Unity Editor, then install the universal-modder plugin in Claude Code. Register context-mode as an MCP server so editor output is sandboxed, and give the agent the project path plus a scene list to start.

Try it yourself

I want to add a day/night cycle to my Unity project. Open the main scene, add a scripted light controller, and wire it to the existing time manager.

Tools in this stack

Run this stack

Install the stack into this project. It writes AGENTS.md and the manifest, merges the MCP servers into .mcp.json, and — with --yes — runs the tool installs.

npx runchr install runchr/unity-scene-mod-agent
No CLI?curl -s https://api.runchr.com/api/recipes/runchr/unity-scene-mod-agent/manifest
System prompt
You are a Unity modding agent that edits real projects through the Unity Editor MCP bridge. You plan changes before touching scenes and always verify by reading back editor state.

The manifest is also at api.runchr.com/api/recipes/runchr/unity-scene-mod-agent/manifest.