Topic: unity
184 skills in this topic.
-
scene-open
Open scene from the project asset file. Use 'assets-find' tool to find the scene asset first.
IvanMurzak/Unity-MCP 2,087
-
scene-save
Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes.
IvanMurzak/Unity-MCP 2,087
-
scene-set-active
Set the specified opened scene as the active scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
IvanMurzak/Unity-MCP 2,087
-
scene-unload
Unload scene from the Opened scenes in Unity Editor. Use 'scene-list-opened' tool to get the list of all opened scenes.
IvanMurzak/Unity-MCP 2,087
-
screenshot-camera
Captures a screenshot from a camera and returns it as an image. If no camera is specified, uses the Main Camera. Returns the image directly for visual inspection by the LLM.
IvanMurzak/Unity-MCP 2,087
-
screenshot-game-view
Captures a screenshot from the Unity Editor Game View and returns it as an image. Reads the Game View's own render texture directly via the Unity Editor API. The image size matches the current Game View resolution. Returns the image directly for visual inspection by the LLM.
IvanMurzak/Unity-MCP 2,087
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screenshot-scene-view
Captures a screenshot from the Unity Editor Scene View and returns it as an image. Returns the image directly for visual inspection by the LLM.
IvanMurzak/Unity-MCP 2,087
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script-delete
Delete the script file(s). Does AssetDatabase.Refresh() and waits for Unity compilation to complete before reporting results. Use 'script-read' tool to read existing script files first.
IvanMurzak/Unity-MCP 2,087
-
script-execute
Compiles and executes C# code dynamically using Roslyn. The provided code must define a class with a static method to execute.
IvanMurzak/Unity-MCP 2,087
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script-read
Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.
IvanMurzak/Unity-MCP 2,087
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script-update-or-create
Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first.
IvanMurzak/Unity-MCP 2,087
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tests-run
Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development.
IvanMurzak/Unity-MCP 2,087
-
tool-list
List all available MCP tools. Optionally filter by regex across tool names, descriptions, and arguments.
IvanMurzak/Unity-MCP 2,087
-
tool-set-enabled-state
Enable or disable MCP tools by name. Allows controlling which tools are available for the AI agent.
IvanMurzak/Unity-MCP 2,087
-
type-get-json-schema
Generates a JSON Schema for a given C# type name using reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. The type must be present in any loaded assembly. Use the full type name (e.g. 'UnityEngine.Vector3') for best results.
IvanMurzak/Unity-MCP 2,087
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unity-initial-setup
Provides an initial setup for AI Skills, `unity-mcp-cli` command line tool installation
and everything else that is helpful to set up at the start of the project. Essential packages,
and basic configurations.
IvanMurzak/Unity-MCP 2,087
-
unity-skill-create
Create a new skill using C# code. It will be added into the project as a .cs file and compiled by Unity. The skill will be available for use after compilation.
It must be a partial class decorated with [McpPluginToolType]. Each tool method must be decorated with [McpPluginTool]. The class name should match the file name. All Unity API calls must use com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(). Return a data model for structured output, or void for side-effect-only operations.
Full sample:
```csharp
#nullable enable
using System;
using System.ComponentModel;
using com.IvanMurzak.McpPlugin;
using com.IvanMurzak.ReflectorNet.Utils;
using com.IvanMurzak.Unity.MCP.Editor.Utils;
using com.IvanMurzak.Unity.MCP.Runtime.Data;
using UnityEditor;
using UnityEngine;
namespace com.IvanMurzak.Unity.MCP.Editor.API
{
[McpPluginToolType]
public partial class Tool_Sample
{
[McpPluginTool("sample-get", Title = "Sample / Get")]
[Description("Finds a GameObject and returns its ref data.")]
public GameObjectRef Get
(
[Description("Name of the GameObject to find.")]
string name
)
{
return MainThread.Instance.Run(() =>
{
var go = GameObject.Find(name)
?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name));
return new GameObjectRef(go);
});
}
[McpPluginTool("sample-rename", Title = "Sample / Rename")]
[Description("Renames a GameObject.")]
public void Rename
(
[Description("Current name of the GameObject.")]
string name,
[Description("New name to assign.")]
string newName
)
{
MainThread.Instance.Run(() =>
{
var go = GameObject.Find(name)
?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name));
go.name = newName;
EditorUtility.SetDirty(go);
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
EditorUtils.RepaintAllEditorWindows();
});
}
}
}
```
## Suggestions
### Refresh UI after visual changes
If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately:
```csharp
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
EditorUtils.RepaintAllEditorWindows();
```
### Refresh AssetDatabase after asset or script changes
If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a `MainThread.Instance.Run()` block to ensure Unity picks up the changes:
```csharp
MainThread.Instance.Run(() =>
{
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
});
```
### Use processing mechanic for long-running or domain-reload operations
Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must:
1. Accept a `[RequestID] string? requestId` parameter.
2. Return `ResponseCallTool.Processing("...").SetRequestID(requestId)` immediately.
3. Schedule the actual work asynchronously via `MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... })`.
4. When the operation finishes, send the final result by calling:
```csharp
_ = UnityMcpPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData
{
RequestId = requestId,
Result = ResponseCallTool.Success("Operation completed.").SetRequestID(requestId)
});
```
If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use `ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType)` instead of calling `NotifyToolRequestCompleted` directly — it persists the pending notification to `SessionState` and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use `PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult)` the same way.
### Return structured data with a typed response
Prefer returning a structured data model over a plain string so the AI can parse individual fields. Declare a nested class with `[Description]` on each property and use `ResponseCallValueTool<T>` as return type:
```csharp
// Return type:
public ResponseCallValueTool<MyResult> MyTool(...)
{
return ResponseCallValueTool<MyResult>.Success(new MyResult
{
Name = go.name,
InstanceID = go.GetInstanceID()
}).SetRequestID(requestId);
}
// Data model:
public class MyResult
{
[Description("Name of the GameObject.")]
public string? Name { get; set; }
[Description("Unity instance ID of the GameObject.")]
public int InstanceID { get; set; }
}
```
For simpler cases that do not need async/processing, you may return the model directly (without `ResponseCallValueTool<T>`) and Unity-MCP will wrap it automatically.
### Validate inputs early and throw clearly
Always validate required parameters at the top of the method before any Unity API calls. Throw `ArgumentException` or `InvalidOperationException` with descriptive messages so the AI knows exactly what went wrong and can self-correct:
```csharp
if (string.IsNullOrEmpty(name))
throw new ArgumentException("Name cannot be null or empty.", nameof(name));
```
### Always use MainThread for Unity API calls
All Unity API calls (including `GameObject.Find`, `AssetDatabase`, `EditorUtility`, etc.) MUST run on the main thread. Wrap them in `MainThread.Instance.Run(() => { ... })` for synchronous operations, or `MainThread.Instance.RunAsync(async () => { ... })` when you need to await inside.
IvanMurzak/Unity-MCP 2,087
-
unity-skill-generate
Generate all skills from the existed Tools in the Unity Project.
IvanMurzak/Unity-MCP 2,087
-
demo-page
Rebuild and publish the unityctl demo page hosted at https://dirtybitgames.github.io/unityctl/. Use when asked to update the demo, rebuild the demo page, update gh-pages, or refresh the demo screenshots/video.
DirtybitGames/unityctl 10
-
release
Create a new release of unityctl. Analyzes changes since last tag, determines version bump type (major/minor/patch), updates version, builds, commits, tags, and creates a draft GitHub release with changelog.
DirtybitGames/unityctl 10
-
unity-editor
Remote control Unity Editor via CLI using unityctl. Activate when user mentions Unity Editor, play mode, asset compilation, Unity console logs, C# script debugging, Unity tests, scene loading, screenshots, or video recording. Use for launching/stopping editor, entering/exiting play mode, compiling scripts, viewing logs, loading scenes, running tests, capturing screenshots, recording video, or executing arbitrary C# in Unity context.
DirtybitGames/unityctl 10
-
unityctl-plugins
Create unityctl plugins. Use when the user wants to create, scaffold, or write a unityctl plugin (script or executable).
DirtybitGames/unityctl 10
-
unity-editor
Remote control Unity Editor via CLI using unityctl. Activate when user mentions Unity Editor, play mode, asset compilation, Unity console logs, C# script debugging, Unity tests, scene loading, screenshots, or video recording. Use for launching/stopping editor, entering/exiting play mode, compiling scripts, viewing logs, loading scenes, running tests, capturing screenshots, recording video, or executing arbitrary C# in Unity context.
DirtybitGames/unityctl 10
-
find-orphaned-meta
Find and clean up orphaned .meta files in a Unity project. Use when you need to: (1) Find .meta files whose corresponding file or folder no longer exists, (2) Clean up Unity warnings about missing assets caused by stale .meta files, (3) Audit .meta hygiene after git operations like branch switches, merges, or file deletions. Also use proactively after deleting files or folders in a Unity project.
hatayama/unity-cli-loop 249