Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
日本語の概要は準備中です。原文の説明を表示しています。
Change the live Unity scene with RQL set/call: bulk edits in one all-or-nothing, undoable call, saved to disk; dry_run previews.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Change the live Unity Editor scene with an RQL query whose last stage is set or call. All-or-nothing: every target and value is checked before anything is written; a failure changes nothing. Undoable in the Editor (Ctrl+Z). Changed assets, scenes and the open prefab are saved to disk automatically; an untitled scene needs SaveAs(path). dry_run=true returns the receipt ($ref, member, old, new) without changing anything. Do exactly the change requested; a read-only member fails with readonly-member instead of being approximated. set path = expr, ... assign members (paths may go through structs: set transform.position.y = transform.position.y + 1) call Method(args) invoke a method the tools expose Examples: objects | where name == "Player" | set transform.position = "(0, 1, 0)" objects | get components | where $ is Light | set intensity = intensity * 2, color = "#ffcc88" objects | where tag == "Enemy" | set active = false unity.asset("Assets/Mats/Red.mat") | set properties["_Color"] = "(1, 0, 0, 1)" objects | where name == "Spawner" | set targets = append(targets, ref("GameObject#1234")) Create / add / remove (call; the receipt's result column holds the new object's $ref for follow-up queries): editor | call CreateGameObject("Props") new root GameObject editor | call CreateGameObject("Crate", ref("GameObject#1234"), "Cube") child of a parent, optional primitive objects | where name == "Crate" | call AddComponent("Rigidbody") add a component by type name objects | where name == "Old" | call Destroy() remove a GameObject (components: get components | where $ is X | call Destroy()) objects | where name == "Lamp" | set transform.parent = ref("GameObject#1234") reparent (keeps the world position) objects | where name == "Crate" | call Duplicate() copy next to it (returns the copy) Scenes, prefabs, assets, Editor state: editor | call OpenScene("Assets/Scenes/Level.unity") editor | call NewScene("Assets/Scenes/New.unity") scenes | where path == "" | call SaveAs("Assets/Scenes/New.unity") scenes | where name == "Level" | call SetActive() editor | call InstantiatePrefab("Assets/Prefabs/Enemy.prefab", ref("GameObject#1234"), "(0, 0, 5)") objects | where name == "Crate" | call SaveAsPrefab("Assets/Prefabs/Crate.prefab") editor | call OpenPrefab("Assets/Prefabs/Enemy.prefab") then prefab | recurse children | … then editor | call ClosePrefab() editor | call CreateMaterial("Assets/Mats/Glow.mat") editor | call MoveAsset("Assets/A.mat", "Assets/Mats/A.mat") editor | set selection = [ref("GameObject#1234")] editor | set isPlaying = true profiler | call Start() profiler | call Save("Logs/profile.json") (read: profiler | select memory frame) Object literals build values: set settings = {speed: 2, "$type": "FastSettings"}. At most 20 targets per call.
Query part: the RQL of rql-query (full guide and the sources in its description); unity.assets("t:Material"), unity.asset(path), unity.find("Name"), ref("Light#1234"). Stages: where, select, sort, first N, get <path>, recurse children. Operators: == != < > and or not, contains, starts-with, $ is Light. Paths a.b.c, list[0], map["key"]. Vectors/colors as "(1, 2, 3)" or "#ff8800"; enums as strings.
unity-mcp-cli run-tool rql-mutate --input '{
"query": "string_value",
"dry_run": false
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool rql-mutate --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool rql-mutate --input-file - <<'EOF' {"param": "value"} EOF
If unity-mcp-cli is not found, either install it globally (npm install -g unity-mcp-cli) or use npx unity-mcp-cli instead.
Read the /unity-initial-setup skill for detailed installation instructions.
| Name | Type | Required | Description |
|---|---|---|---|
query | string | Yes | RQL query ending with a set or call stage, e.g. objects |
dry_run | boolean | No | true = preview the receipt without changing anything |
{
"type": "object",
"properties": {
"query": {
"type": "string"
},
"dry_run": {
"type": "boolean"
}
},
"required": [
"query"
]
}
This tool does not return structured output.
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
日本語の概要は準備中です。原文の説明を表示しています。
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。