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unity-technologies/generate-editor-search-query

Generates Unity Search / Quick Search queries and opens the Unity Search window for read-only Unity Editor asset or scene-object lookup requests. Always use when the user asks to find, search, show, locate, filter, look up, query, or list concrete assets or scene objects in the current project or scene, even if Unity Search is not named. Covers materials, textures, prefabs, scenes, scripts, shaders, GameObjects, components, Lights, Cameras, UI objects, labels, paths, references, selected or named assets, and asset types. Also use when the user explicitly mentions Unity Search, Quick Search, Search window, open Search, or asks what Unity Search query to use. Do not use for general project overview, project structure, folder-purpose summaries, gameplay/system explanations, how-to programming questions, web search, repository text search, build logs, package installation, menu or settings search, modifying results, or non-Unity filesystem search unless the user explicitly asks to use Unity Search.

What is generate-editor-search-query?

generate-editor-search-query is a Claude Code agent skill that generates Unity Search / Quick Search queries and opens the Unity Search window for read-only Unity Editor asset or scene-object lookup requests. Always use when the user asks to find, search, show, locate, filter, look up, query, or list concrete assets or scene objects in the current project or scene, even if Unity Search is not named. Covers materials, textures, prefabs, scenes, scripts, shaders, GameObjects, components, Lights, Cameras, UI objects, labels, paths, references, selected or named assets, and asset types. Also use when the user explicitly mentions Unity Search, Quick Search, Search window, open Search, or asks what Unity Search query to use. Do not use for general project overview, project structure, folder-purpose summaries, gameplay/system explanations, how-to programming questions, web search, repository text search, build logs, package installation, menu or settings search, modifying results, or non-Unity filesystem search unless the user explicitly asks to use Unity Search.

Works with~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/unity-technologies/skills/tree/main/skills/generate-editor-search-query

Ask in your favorite AI

Open a new chat with this agent skill pre-loaded.

Documentation

Translate natural-language Unity Editor search requests into useful Unity Search queries, explain them briefly, and open the Unity Search window with the query when appropriate.

Default Behavior

If the prompt explicitly says Unity Search, Quick Search, Search window, open Search, or asks for a Unity Search query, handle the search request with this skill even when the target belongs to another domain such as lighting, UI, physics, audio, or animation.

For requests such as "find", "search", "locate", "list", "filter", "look up", "where is", "which assets use", or "what references" concrete Unity assets or scene objects:

  1. Determine whether the request is primarily about project assets, scene objects, or both.
  2. Build one concise Unity Search query.
  3. Show the query in the response before or while opening Search.
  4. Open Unity Search by running the Editor-side snippet unless the user explicitly asks for query text only.
  5. If opening Search fails, return the query and tell the user to paste it into Unity Search manually.

Do not open Search when the user says "do not open Search", "query only", "what query should I use", "just give me the query", or similar.

If the user asks for a general explanation, project overview, folder-structure summary, architecture walkthrough, gameplay-system summary, or "how do I" programming answer, do not use this skill unless the prompt explicitly asks for Unity Search, a Search query, or opening the Search window.

If the user refers to "this", "selected", or "current" without an attached asset, scene object, visible name, or path, ask for the name/path instead of inventing one.

Scope

Scope read-only Unity Search / Quick Search queries to:

  • project assets such as materials, textures, prefabs, scenes, scripts, shaders, audio clips, sprites, meshes, models, animations, fonts, render textures, and ScriptableObject assets
  • scene objects and components such as Cameras, Lights, Rigidbodies, Colliders, Renderers, Canvas objects, UI components, ParticleSystems, AudioSources, Animators, Terrain objects, and named GameObjects
  • path, label, type, filename, keyword, and reference-oriented asset searches
  • selected or named assets when the name/path is available from the conversation or attachment

Do not install packages, run menu commands, edit assets, modify scenes, search external documentation, search repository text, inspect build logs, delete results, fix search results, or perform dependency graph analysis. If the user asks to act on results, first open Search or provide the query, then ask for confirmation before any separate modifying skill or workflow.

References

Before generating non-trivial queries, read references/query-patterns.md.

Before opening the Search window, read references/open-search-window.md.

Official English references:

Passing C# to eval

eval compiles a statement block, not a file. Two consequences, both compile errors:

  • No using directives. The compiler reads using UnityEditor; as a resource-disposal statement and rejects it (CS0210).
  • Types must be fully qualified. A bare SearchService does not resolve (CS0246), and a bare Object is ambiguous with object (CS0104).

The unity-cli skill owns the prerequisites — installing the CLI, confirming a connected Editor, adding the project's com.unity.pipeline package, and discovering the command catalog. You need eval in particular; if it is absent, generate the query text and say the window can't be opened.

Query Generation Rules

Use the simplest query that is likely to produce the requested result.

  • Prefer type filters for asset and component requests, such as t:material, t:texture, t:prefab, t:scene, t:script, t:shader, t:Light, or t:Rigidbody.
  • Preserve user-provided names and keywords as plain query terms unless they need quoting.
  • Use dir: when the user gives a folder or says "in Assets/..." or "under ...".
  • Use l: when the user asks for a Unity asset label.
  • Use ref= when the user asks what references, uses, depends on, contains, or is connected to an asset.
  • Use Search expressions only when they clearly improve the query, such as t:prefab ref={t:texture} or t:scene ref={t:prefab}.
  • For selected/current wording, use the known selected asset name or path only if it is present in the chat context; otherwise ask for it.
  • For broad relationship requests such as "where is Rigidbody used", use a simple keyword or component query first, then mention that a scripted audit is separate if the user needs exhaustive code/property analysis.
  • For requests that mix Search with repair work, generate and open the query first; do not modify results unless the user explicitly confirms a separate follow-up action.
  • Do not invent unsupported filters for uncertain requests. If a request cannot be expressed reliably with Unity Search syntax, open the closest safe query and state the limitation.

Opening Unity Search

Run C# in the Editor only to open the Search window. This is an Editor UI action and must not change project assets or scene contents.

When opening Search:

  1. Escape the query safely in the generated C# string.
  2. Prefer asset and scene providers for this v1 skill.
  3. Fall back to active providers if a provider is unavailable.
  4. Log the query that was opened.
  5. Never claim Search opened if the command failed.

Response Format

Keep the user-facing response short:

Query: `t:material`
Opened Unity Search with that query.

If not opening Search:

Query: `t:prefab ref={t:texture}`
Paste this into Unity Search.

If the request is ambiguous but still searchable, choose the most likely query and mention the assumption. Ask a question only when the search target cannot be inferred, such as "find the thing" with no asset, scene, type, name, or context.

Validation Checklist

Before reporting success:

  • the generated query is shown to the user
  • the query targets assets, scene objects, or both
  • Search was opened only when the user did not opt out
  • any fallback or uncertainty is stated plainly
  • no asset, scene, package, project setting, or search result was modified

Individual skills in this repo

This repo contains 9 individual skills — each has its own dedicated page.

unity-technologies/2d-pixel-perfect

Sets up, diagnoses, and fixes pixel perfect 2D rendering in Unity projects. Use when working on any retro-style or pixel art 2D game.

unity-technologies/audio-setup-mixers

Scans the scene and audio assets to appropriately route Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in. Creating mixers and groups, and setting volumes, are not automated — the skill inventories what exists and asks the user to add anything missing.

unity-technologies/build-live-game

Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration.

unity-technologies/implement-in-app-purchases

Implement, configure, and debug Unity In-App Purchases (IAP) — store connection, product catalog, consumable/non-consumable/subscription purchases, two-step pending-confirm flow, receipt validation, entitlement checking, restore transactions, Apple extensions (promotional purchases, Ask-to-Buy, code redemption), and Google Play extensions (subscription upgrade/downgrade), D2C Capabilities(direct to customer), 3rd party payment provider (Stripe/Coda) via Unity IAP/Unity Cloud. Use when the user needs to add, modify, debug, or migrate from native Android/iOS billing, 3rd party packages(RevenueCat/Adapty/Essential Kit/Unipay supported) to IAP. Triggers on microtransactions (MTX), monetization, real-money purchases, store purchases, buying items, support D2C, purchase via Stripe/Coda, migrate from native billing(Google's BillingClient or Apple's StoreKit/SKPaymentQueue/SKProduct)/RevenueCat/Adapty/EssentialKit/Unipay.

unity-technologies/initialize-ai-navigation

Sets up and configures the Unity AI Navigation system — NavMesh surfaces, NavMesh agents, obstacles, links, modifiers, areas and costs. Use when creating walkable navigation meshes, adding pathfinding agents, setting up patrol routes, configuring obstacle avoidance and carving, connecting separate NavMeshes with links, coupling navigation with animation, or troubleshooting navigation issues.

unity-technologies/levelplay-unity-integration

Integrates the LevelPlay Mediation SDK via the Ads Mediation UPM package. Use when a developer asks about adding ads to a Unity game, implementing rewarded, interstitial, or banner ads, setting up ad mediation, configuring ad networks, installing or updating the Ads Mediation package, troubleshooting LevelPlay namespace errors, resolving Android gradle or iOS CocoaPods dependency issues for ads, configuring ATT or privacy settings for ad compliance, tracking impression-level revenue (ILRD), initializing the LevelPlay SDK, or setting up ad unit IDs. Also use when a developer wants to monetize their Unity game with ads, asks how to get started with LevelPlay, ads, or mediation, or needs help with any part of the LevelPlay integration workflow including platform-specific setup for iOS or Android. Also use when upgrading the LevelPlay or IronSource SDK version, migrating from deprecated IronSource.Agent APIs, or migrating a game from Unity Ads to LevelPlay.

unity-technologies/localization

Sets up and configures Unity Localization, including locales, String/Asset Tables, CJK font support, and Addressables workflows. Use when the user wants to add languages to a project, translate UI text, support Asian (CJK) languages with TMP fonts, or mentions i18n, l10n, multilingual support, or making a game support multiple languages.

unity-technologies/manage-sprite-atlas

Manage SpriteAtlas using prebuild pipeline with IPreprocessBuildWithReport (DEFAULT approach). Use it to configure master atlases, variant atlases, texture settings, packing settings, and platform-specific configurations. Use when the user asks about creating sprite atlases, optimizing sprites, configuring atlas settings, adding sprites to atlases, creating variant atlases, implementing automated atlas generation, or runtime sprite atlas access. Always use prebuild approach unless user explicitly requests manual authoring.

unity-technologies/migrate-birp-to-urp

Plans, executes, and troubleshoots Unity projects moving from the Built-in Render Pipeline (BiRP/BIRP/Built-in RP) to the Universal Render Pipeline (URP). Use when the user asks to upgrade, convert, switch, or migrate a project, scene, material, or shader to URP/Universal Render Pipeline; fix pink or magenta materials after URP; convert Built-in materials/shaders; move a 2D project to URP 2D; review lighting, quality, post-processing, baked lightmaps, or reflection probes after URP; or diagnose visual problems after a render-pipeline migration.

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