unity-scene-authoring
SolidUse when reading or changing Unity scenes, hierarchy, GameObjects, components, references, events, transforms, or object lifecycle.
API & Backend 27 stars
4 forks Updated today MIT
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Skill Content
# Unity Scene Authoring
If it is not already loaded, read
`.claude/skills/unity-mcp-operations/SKILL.md` once. Enable `SCENE` or
`COMPONENTS` only when a required tool is gated.
## Workflow
1. Read a hierarchy summary, then inspect only the target subtree.
2. Resolve ambiguous names to exact hierarchy paths.
3. Mark the console.
4. Use one aggregate operation where possible.
5. Read back changed components and validate references.
6. Check the console delta and save the scene.
## Scene Lifecycle And Environment
```text
scene(action="list")
scene(action="open_additive", path="Assets/Scenes/Lighting.unity")
scene(action="set_active", path="Assets/Scenes/Lighting.unity")
scene_environment(action="get")
scene_environment(action="set", prop="fog", value="true")
scene_environment(action="set", prop="fogDensity", value="0.1")
```
Use explicit scene paths in multi-scene work. Inspect the live tool schema
before transferring objects between scenes, and save or discard each loaded
scene deliberately. `scene_environment` manages fog, skybox, and ambient
lighting settings.
## Canonical Operations
```text
setup_objects(specs="""
Marker primitive=Sphere parent=/Environment pos=(0,1,0)
Anchor parent=/Environment pos=(2,0,0)
""")
```
```text
configure_objects(config="""
/Environment/Marker Transform.m_LocalScale=(0.25,0.25,0.25)
/Environment/Anchor Transform.m_LocalPosition=(2,0,0)
""")
```
Both are standalone typed tools. Their arguments are multiline strings named
`specs` and `co...
Details
- Author
- german-krasnikov
- Repository
- german-krasnikov/unity-biome-mcp
- Created
- 2 months ago
- Last Updated
- today
- Language
- C#
- License
- MIT
Integrates with
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