Turn plain language into Unity Search queries
Translate natural-language requests into Unity Search queries — assets, scene objects, references — and open the Search window in the Editor without touching the project
- What
- Translate natural-language requests into Unity Search queries — assets, scene objects, references — and open the Search window in the Editor without touching the project
- Cost
- Free
- Needs
- a Unity project with the Unity Editor, plus the unity-cli skill's prerequisites (installed CLI, connected Editor, com.unity.pipeline package) to open the Search window — without eval it returns query text only. The skill is read-only guidance, not software.
- Install
- Copy the installer prompt below into your Muse — your agent does the rest.
Selected by Skill Harbor — short listing (the repo states no license, so no content is reproduced): @unity-technologies's official generate-editor-search-query skill — 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. It handles "find / search / locate / list / filter / look up / where is / which assets use" requests across project assets (materials, textures, prefabs, scenes, scripts, shaders, audio clips, sprites, meshes, ScriptableObjects) and scene objects/components (Cameras, Lights, Rigidbodies, Colliders, Canvas, UI, ParticleSystems, AudioSources, Animators, Terrain). Query generation rules: simplest query first, type filters (t:material, t:Light), dir: for folders, l: for labels, ref= for references, search expressions only when they clearly help (t:prefab ref={t:texture}), never invent unsupported filters, and for ambiguous-but-searchable requests pick the most likely query and state the assumption. Strictly read-only: never install packages, run menu commands, edit assets, modify scenes, delete results, or do dependency-graph analysis — if the user asks to act on results, open Search first and ask for confirmation. Opening Search runs C# in the Editor via eval (statement block, not a file: no using directives, fully-qualified types) — base64-encodes the query and opens the SearchService window, never claiming success if the command failed. Honest caveats: needs the unity-cli skill's prerequisites (installed CLI, connected Editor, the com.unity.pipeline package) to open the window — without eval it just returns query text; license not asserted by the source repo — short listing with a link only, nothing copied. Skill Harbor never reviews the code, review it yourself before use. Discovered via skills.sh.
Version:
Install
Prerequisites: a Unity project with the Unity Editor, plus the unity-cli skill's prerequisites (installed CLI, connected Editor, com.unity.pipeline package) to open the Search window — without eval it returns query text only. The skill is read-only guidance, not software. Install "Turn plain language into Unity Search queries" for me. It gives my agent @unity-technologies's official generate-editor-search-query skill: translate natural-language requests into Unity Search queries (assets, scene objects, references), explain them briefly, and open the Unity Search window via Editor eval when appropriate — strictly read-only, never modifying the project. IMPORTANT: the repo asserts no license — fetch from the link only, and reproduce nothing beyond the link. Repository: https://github.com/unity-technologies/skills/blob/main/skills/generate-editor-search-query/SKILL.md 1. Fetch the SKILL.md file (and any helper files) from the repository path into a temporary folder and summarize what it does in one or two sentences. 2. Safety check: review the SKILL.md and scripts for anything suspicious (unexpected network calls, shell commands, credential harvesting). This repo should contain zero secrets in code. Verify that holds here; STOP on any red flag and tell me. 3. Install it as a skill: copy SKILL.md and its helper files into the agent's skills directory, in a folder named "generate-editor-search-query". 4. Verify with no network calls: frontmatter valid, files in place. 5. Report what was installed, where, and what I still need to do myself (e.g. ensure the unity-cli prerequisites are met so Search can be opened; name the asset/scene object you're looking for — the skill never modifies the project). GitHub is optional: if I have a GitHub account or the gh CLI, you may use it; otherwise public access is fine. Never require it unless it's in the prerequisites above. Rules: don't touch anything outside the temp folder and the install target. If anything looks off, stop and ask me.
Questions
How do I install a build?
Every product page includes a copy-paste install prompt. Paste it into your Muse and it sets the build up for you — no manual configuration.
Where does my money go?
Straight to the seller. Skill Harbor never processes payments: checkout happens on the seller’s own page, usually Stripe.
What does the ✓ next to a creator’s name mean?
It means we confirmed the identity of the person behind the listing. It says nothing about the code itself — always check a build before installing it.