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ivanmurzak/unity-mcp

59 skills

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assets-copyCopy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.—assets-create-folderCreate a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist.—assets-deleteDelete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.—assets-findSearch the Unity asset database using a search filter string. The filter accepts names, labels (`l:`), types (`t:`), AssetBundles (`b:`), areas (`a:`), and…—assets-find-built-inSearch the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra).—assets-get-dataGet asset data from the asset file in the Unity project — every serializable field and property.—assets-material-createCreate a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing.—assets-modifyModify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying.—assets-moveMove or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.—assets-prefab-closeClose the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing.—assets-prefab-createCreate a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset…—assets-prefab-instantiateInstantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path.—assets-prefab-openOpen the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances.—assets-prefab-saveSave the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.—assets-refreshRefresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed.—assets-shader-get-dataGet detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status.—assets-shader-list-allList all shaders available in the project assets and packages, sorted by name. Use this to discover a valid `shaderName` for 'assets-material-create'.—build-cliBuild the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.—console-clear-logsClear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window.—console-get-logsRetrieve Unity Editor logs from the MCP plugin's `LogCollector`, optionally filtered by log type or time window.—editor-application-get-stateReturn the current state of `UnityEditor.EditorApplication` — playmode, paused state, compilation state, and related flags.—editor-application-set-stateStart / stop / pause the Unity Editor 'playmode'. Use 'editor-application-get-state' to inspect the current state first.—editor-selection-getGet information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset…—editor-selection-setSet the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws.—gameobject-component-addAdd one or more Components to a GameObject in the opened Prefab or active Scene.—gameobject-component-destroyDestroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed.—gameobject-component-getGet detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties.—gameobject-component-list-allList the fully-qualified C# type names of every concrete `UnityEngine.Component` subclass available in the project. Paginated (default 5/page, max 500).—gameobject-component-modifyModify a specific Component on a GameObject in opened Prefab or in a Scene.—gameobject-createCreate a new GameObject in the currently opened Prefab or active Scene, optionally parented under another GameObject and pre-positioned.—gameobject-destroyDestroy a GameObject (and all nested children) in the currently opened Prefab or active Scene.—gameobject-duplicateDuplicate a batch of GameObjects in the currently opened Prefab or active Scene. Marks each affected scene as dirty after duplication.—gameobject-findFind a specific GameObject in the opened Prefab (preferred when present) or the active Scene.—gameobject-modifyModify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once.—gameobject-set-parentReparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene.—github-pr-review-fixobject-get-dataGet serialized data for a Unity `UnityEngine.Object` — all serializable fields and properties.—object-modifyModify a Unity `UnityEngine.Object`'s serializable fields/properties.—package-addInstall a Unity package from the registry, a Git URL, or a local path.—package-listList all UPM packages installed in the Unity project — name, version, source, description.—package-removeUninstall a UPM package from the Unity project. Modifies `manifest.json` and may trigger a domain reload — the final result is delivered after the reload via…—package-searchSearch Unity's package registry plus locally installed packages (Git, local, embedded sources) by query string.—pingLightweight readiness probe. Returns the input `message` echoed back, or `'pong'` when omitted.—profiler-capture-frameCapture the current frame's timing info (delta time, FPS, frame counts, runtime). Snapshot only — historical frames live in Unity's Profiler window.—profiler-clear-dataDiscard all frames currently held by the Editor Profiler (UnityEditorInternal.ProfilerDriver.ClearAllFrames). Cannot be undone.—profiler-enable-moduleToggle the wrapper's local 'enabled' flag for a named profiler module.—profiler-get-memory-statsReturn memory statistics snapshot from UnityEngine.Profiling.Profiler — reserved, allocated, mono heap, graphics, etc. (in MB).—profiler-get-rendering-statsReturn current frame timing, FPS, vsync, target frame rate, threading mode, and graphics device type from Unity Time / QualitySettings / SystemInfo.—profiler-get-script-statsReturn script execution timing (frame time, fixed dt, time scale, frame count, runtime) plus Mono / GC memory usage in MB.—profiler-get-statusReturn the Unity profiler's current enabled state, active modules, max-used memory, and platform support flag. Read-only.—profiler-list-modulesList all known profiler module names with their local 'enabled' bookkeeping flag.—profiler-load-dataRead back a previously-saved JSON snapshot from `profiler-save-data` and return its raw text.—profiler-save-dataSave a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.—profiler-startEnable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.—profiler-stopDisable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.—reflection-method-callCall a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'.—reflection-method-findFind C# methods across every loaded assembly by name / type / parameters — including private methods.—scene-createCreate a new Unity scene asset and save it at the given `.unity` path. Use 'scene-list-opened' to inspect the resulting opened-scene set afterwards.—scene-get-dataRetrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty).—