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。
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.
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。
RQL is one pipeline language for the whole Editor: find objects, read members, filter, aggregate, and change them in one call. Prefer one precise query over many exploratory calls.
rql-query — read-only queries, compact table results.rql-mutate — queries ending with set / call; all-or-nothing, undoable (Ctrl+Z), dry_run: true previews.rql-schema — sources and component types in the scene; rql-schema(type) lists one type's members and methods.unity-mcp-cli run-tool rql-query --input '{"query": "objects | where name contains \"Enemy\" | select $ref name"}'
unity-mcp-cli run-tool rql-mutate --input '{"query": "objects | where name == \"Player\" | set active = false"}'
RQL: source | stage | stage ...
Sources: objects (every GameObject in the loaded scenes, inactive included), roots, scenes, selection, prefab (the prefab open in prefab editing mode), console (Editor log entries), shaders, componentTypes, profiler (memory / rendering / frame snapshots; call Start / Stop / Save), tests (test methods; run a selection with tests-run query), testResults (last run), editor (Editor state and operations). Assets: unity.assets("t:Material") or unity.assets("t:Prefab", "Assets/Enemies"), unity.asset("Assets/Mats/Red.mat"). ref("Light#1234") resolves a $ref; unity.find("Player") or unity.find("Level/Pillar_1") a GameObject by unique name or path.
Stages:
where <predicate> filter
select a b.c alias=(expr) project columns (wrap computed expressions in parentheses)
sort <expr> [desc], ... stable sort
first N | skip N | count
get <path> replace each item by a member (lists are flattened)
recurse children [max-depth=N] [include-self=false] walk the hierarchy (input items included by default)
distinct [expr] | group-by expr | sum expr | min expr | max expr | avg expr
Expressions: == != < <= > >= and or not + - * / %; contains, starts-with, ends-with (case-insensitive); matches "regex"; x in [a, b]; x is null; x is not null; $ is Light (includes subclasses); has(member). Literals: numbers, "strings", true/false/null, lists [a, b], objects {x: 1, y: 2}.
Paths: a.b.c, list[0], map["key"]; .member on a list maps over its elements. List methods: .any(pred) .all(pred) .count([pred]) .sum(e) .min(e) .max(e) .first([pred]); inside them bare names refer to the element, falling back to the outer item.
Meta: $ (current item), $ref (stable id such as Light#1234), $type, $path, $index, $depth. Enums compare to strings (type == "Spot"); == on strings is case-sensitive.
Unity: GameObject has components (list), children (list), active, name, tag, layer, transform (position, localPosition, eulerAngles, localScale, parent). Component members are the C# members (public + [SerializeField]); find them via objects | get components | where $ is Light. Vectors/colors print as (x, y, z); write "(1, 2, 3)", [1, 2, 3] or {x: 1, y: 2, z: 3}; colors also "#ff8800". Material shader properties: properties["_Color"]. Destroyed objects read as null (missing references: where target == null). Navigate with paths or get; select only projects output columns.
Results come back as compact rows (header line, then col|col). Long results are truncated — refine with where/first or use count. Unknown members produce warnings with suggestions; rql-schema(type) lists a type's members.
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)
| Source | What |
|---|---|
componentTypes | component types that can be added (name fullName namespace) |
console | captured Editor log entries, oldest first (last 1000): logType message timestamp stackTrace sequence |
editor | Editor state (isPlaying, isPaused, selection …) and operations: CreateGameObject, OpenScene, NewScene, SaveScenes, InstantiatePrefab, OpenPrefab / SavePrefab / ClosePrefab, CopyAsset / MoveAsset / DeleteAsset / CreateFolder, CreateMaterial, SaveAssets, RefreshAssets, ClearConsole, ExecuteMenuItem (rql-schema "editor" for signatures) |
objects | every GameObject in the loaded scenes, depth-first, inactive ones included |
prefab | root GameObject of the prefab open in prefab editing mode (none otherwise) |
profiler | Unity profiler: enabled supported memory rendering script frame modules (live snapshots, MB / ms); calls Start, Stop, ClearFrames, EnableModule, Save, Load (rql-schema "profiler" for signatures) |
roots | root GameObjects of the loaded scenes |
scenes | loaded scenes |
selection | objects selected in the Editor |
shaders | every shader the Editor knows (built-in and project): name supported hasErrors |
testResults | results of the last tests-run: name status durationMs message stackTrace |
tests | test methods (fullName name fixture namespace assembly mode categories parameterized explicit ignored); run a selection with tests-run query, e.g. tests | where fixture == "PlayerTests" |
unity.asset(…) | unity.asset(path): the main asset at a path, e.g. "Assets/Mats/Red.mat" |
unity.assets(…) | unity.assets(filter, folder?): AssetDatabase search, e.g. "t:Material", "t:Prefab Enemy" (at most 200, loaded as needed) |
unity.find(…) | unity.find(name): the GameObject with that unique name or hierarchy path ("Level/Pillar_1"), e.g. set Follow = unity.find("Player") |
com.IvanMurzak.Unity.MCP.Editor.Rql.Modules.UnityCoreModulecom.IvanMurzak.Unity.MCP.Editor.Rql.ToolTypesModulecom.IvanMurzak.Unity.MCP.Editor.Rql.Mathematics.MathematicsModulecom.IvanMurzak.Unity.MCP.Editor.Rql.Physics3D.PhysicsModule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。