Query the live Unity scene (GameObjects, components, assets) with RQL in ONE call: filter, project, sort, count, walk hierarchies. Far fewer calls/tokens than reading objects one by one.
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Query the live Unity scene (GameObjects, components, assets) with RQL in ONE call: filter, project, sort, count, walk hierarchies. Far fewer calls/tokens than reading objects one by one.
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How to read and change anything in the Unity Editor with RQL (rql-query / rql-mutate / rql-schema): the query language, operators, sources (scene objects, assets, scenes, prefabs, console logs, Editor state), Editor operations (create, add components, scenes, prefabs, assets, selection, Play Mode) and what installed extensions add.
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Change the live Unity scene with RQL set/call: bulk edits in one all-or-nothing, undoable call, saved to disk; dry_run previews.
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List RQL sources and the component types present in the loaded scenes; pass a type name for its members.
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Create a new skill (MCP tool) for the Unity Editor by writing a C# (.cs) file that Unity compiles into the project. After compilation the new tool becomes callable through MCP. The file must be a partial class decorated with [AiToolType], each tool method must be decorated with [AiTool], the class name should match the file name, all Unity API calls must run via com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(), and the method should either return a structured data model (for parseable output) or void (for side-effect-only operations). See the body of this skill for a full sample and best-practice notes.
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Enable or disable MCP tools by name in batch. Persists the change via `UnityMcpPluginEditor.Instance.Save()` only when at least one tool actually flipped. Returns per-input success flags plus optional operation logs.
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Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body for side-effect notes.
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Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary `RenderTexture`. Requires an open Scene View.
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Capture a screenshot from a Unity `Camera` and return it as a PNG image for direct LLM inspection. Falls back to `Camera.main` (then any active camera) when `cameraRef` is null. Width and height are capped to keep response size manageable.
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Regenerate every `SKILL.md` from the project's currently-registered MCP tools into the configured skills folder (or a project-relative override path). Writes the YAML `description:` from `[AiSkillDescription]` and the body from `[AiSkillBody]`.
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Delete one or more `.cs` script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's `requestId`. Pair with 'script-read' to inspect files before deletion.
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Write a `.cs` script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via `requestId` after Unity finishes the triggered compilation. Use 'script-read' to inspect existing content first.
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Execute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.
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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.
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Compiles and runs C# in the Unity Editor (Roslyn): plain statements with the last expression as the result, or a full class with a static method. See the skill body for the modes, usings/include and Unity object parameters.
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Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
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Read a `.cs` script file and return its content as a string. Supports a 1-based `lineFrom`/`lineTo` slice for partial reads. Pair with 'script-update-or-create' to write back.
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List all Unity-MCP tools registered in the connected Unity Editor instance. Optional regex filter matches against tool name, description, and argument names/descriptions. Use the `includeDescription` / `includeInputs` toggles to control the response size.
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Install a Unity package from the registry, a Git URL, or a local path. Modifies `manifest.json` and triggers package resolution; may also trigger a domain reload — the final result is delivered after the reload via the request's `requestId`. Use 'package-search' / 'package-list' for discovery first.
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Lightweight readiness probe. Returns the input `message` echoed back, or `'pong'` when omitted. Useful for CLI health checks and SignalR connectivity smoke tests.
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Search Unity's package registry plus locally installed packages (Git, local, embedded sources) by query string. Returns available versions and installation status. Online mode fetches exact matches from the live registry then supplements with cached substring matches.
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Uninstall 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 the request's `requestId`. Built-in packages and packages that are dependencies of others cannot be removed. Use 'package-list' to list installed packages first.
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List all UPM packages installed in the Unity project — name, version, source, description. Optionally filter by source (registry, embedded, local, git, built-in, local tarball), by name/display/description substring, and by direct-dependency-only.
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Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
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