Topic: llm
10,059 skills in this topic.
-
assets-find-built-in
Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
IvanMurzak/Unity-MCP 2,087
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gameobject-find
Finds specific GameObject by provided information in opened Prefab or in a Scene. First it looks for the opened Prefab, if any Prefab is opened it looks only there ignoring a scene. If no opened Prefab it looks into current active scene. Returns GameObject information and its children. Also, it returns Components preview just for the target GameObject.
IvanMurzak/Unity-MCP 2,087
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assets-move
Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving.
IvanMurzak/Unity-MCP 2,087
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assets-modify
Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
IvanMurzak/Unity-MCP 2,087
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ping
Lightweight readiness probe. Returns the input message or 'pong' if omitted.
IvanMurzak/Unity-MCP 2,087
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assets-create-folder
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
IvanMurzak/Unity-MCP 2,087
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editor-selection-get
Get information about the current Selection in the Unity Editor. Use 'editor-selection-set' tool to set the selection.
IvanMurzak/Unity-MCP 2,087
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assets-prefab-save
Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
IvanMurzak/Unity-MCP 2,087
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assets-get-data
Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
IvanMurzak/Unity-MCP 2,087
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assets-refresh
Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.
IvanMurzak/Unity-MCP 2,087
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gameobject-duplicate
Duplicate GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
IvanMurzak/Unity-MCP 2,087
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unity-skill-create
Create a new skill using C# code. It will be added into the project as a .cs file and compiled by Unity. The skill will be available for use after compilation.
It must be a partial class decorated with [McpPluginToolType]. Each tool method must be decorated with [McpPluginTool]. The class name should match the file name. All Unity API calls must use com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(). Return a data model for structured output, or void for side-effect-only operations.
Full sample:
```csharp
#nullable enable
using System;
using System.ComponentModel;
using com.IvanMurzak.McpPlugin;
using com.IvanMurzak.ReflectorNet.Utils;
using com.IvanMurzak.Unity.MCP.Editor.Utils;
using com.IvanMurzak.Unity.MCP.Runtime.Data;
using UnityEditor;
using UnityEngine;
namespace com.IvanMurzak.Unity.MCP.Editor.API
{
[McpPluginToolType]
public partial class Tool_Sample
{
[McpPluginTool("sample-get", Title = "Sample / Get")]
[Description("Finds a GameObject and returns its ref data.")]
public GameObjectRef Get
(
[Description("Name of the GameObject to find.")]
string name
)
{
return MainThread.Instance.Run(() =>
{
var go = GameObject.Find(name)
?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name));
return new GameObjectRef(go);
});
}
[McpPluginTool("sample-rename", Title = "Sample / Rename")]
[Description("Renames a GameObject.")]
public void Rename
(
[Description("Current name of the GameObject.")]
string name,
[Description("New name to assign.")]
string newName
)
{
MainThread.Instance.Run(() =>
{
var go = GameObject.Find(name)
?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name));
go.name = newName;
EditorUtility.SetDirty(go);
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
EditorUtils.RepaintAllEditorWindows();
});
}
}
}
```
## Suggestions
### Refresh UI after visual changes
If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately:
```csharp
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
EditorUtils.RepaintAllEditorWindows();
```
### Refresh AssetDatabase after asset or script changes
If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a `MainThread.Instance.Run()` block to ensure Unity picks up the changes:
```csharp
MainThread.Instance.Run(() =>
{
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
});
```
### Use processing mechanic for long-running or domain-reload operations
Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must:
1. Accept a `[RequestID] string? requestId` parameter.
2. Return `ResponseCallTool.Processing("...").SetRequestID(requestId)` immediately.
3. Schedule the actual work asynchronously via `MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... })`.
4. When the operation finishes, send the final result by calling:
```csharp
_ = UnityMcpPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData
{
RequestId = requestId,
Result = ResponseCallTool.Success("Operation completed.").SetRequestID(requestId)
});
```
If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use `ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType)` instead of calling `NotifyToolRequestCompleted` directly — it persists the pending notification to `SessionState` and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use `PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult)` the same way.
### Return structured data with a typed response
Prefer returning a structured data model over a plain string so the AI can parse individual fields. Declare a nested class with `[Description]` on each property and use `ResponseCallValueTool<T>` as return type:
```csharp
// Return type:
public ResponseCallValueTool<MyResult> MyTool(...)
{
return ResponseCallValueTool<MyResult>.Success(new MyResult
{
Name = go.name,
InstanceID = go.GetInstanceID()
}).SetRequestID(requestId);
}
// Data model:
public class MyResult
{
[Description("Name of the GameObject.")]
public string? Name { get; set; }
[Description("Unity instance ID of the GameObject.")]
public int InstanceID { get; set; }
}
```
For simpler cases that do not need async/processing, you may return the model directly (without `ResponseCallValueTool<T>`) and Unity-MCP will wrap it automatically.
### Validate inputs early and throw clearly
Always validate required parameters at the top of the method before any Unity API calls. Throw `ArgumentException` or `InvalidOperationException` with descriptive messages so the AI knows exactly what went wrong and can self-correct:
```csharp
if (string.IsNullOrEmpty(name))
throw new ArgumentException("Name cannot be null or empty.", nameof(name));
```
### Always use MainThread for Unity API calls
All Unity API calls (including `GameObject.Find`, `AssetDatabase`, `EditorUtility`, etc.) MUST run on the main thread. Wrap them in `MainThread.Instance.Run(() => { ... })` for synchronous operations, or `MainThread.Instance.RunAsync(async () => { ... })` when you need to await inside.
IvanMurzak/Unity-MCP 2,087
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gameobject-modify
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects.
IvanMurzak/Unity-MCP 2,087
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package-search
Search for packages in both Unity Package Manager registry and installed packages. Use this to find packages by name before installing them. Returns available versions and installation status. Searches both the Unity registry and locally installed packages (including Git, local, and embedded sources). Results are prioritized: exact name match, exact display name match, name substring, display name substring, description substring. Note: Online mode fetches exact matches from live registry, then supplements with cached substring matches.
IvanMurzak/Unity-MCP 2,087
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unity-skill-generate
Generate all skills from the existed Tools in the Unity Project.
IvanMurzak/Unity-MCP 2,087
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gameobject-component-destroy
Destroy one or many components from target GameObject. Can't destroy missed components. Use 'gameobject-find' tool to find the target GameObject and 'gameobject-component-get' to get component details first.
IvanMurzak/Unity-MCP 2,087
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package-list
List all packages installed in the Unity project (UPM packages). Returns information about each installed package including name, version, source, and description. Use this to check which packages are currently installed before adding or removing packages.
IvanMurzak/Unity-MCP 2,087
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assets-copy
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
IvanMurzak/Unity-MCP 2,087
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editor-application-set-state
Control the Unity Editor application state. You can start, stop, or pause the 'playmode'. Use 'editor-application-get-state' tool to get the current state first.
IvanMurzak/Unity-MCP 2,087
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package-add
Install a package from the Unity Package Manager registry, Git URL, or local path. This operation modifies the project's manifest.json and triggers package resolution. Note: Package installation may trigger a domain reload. The result will be sent after the reload completes. Use 'package-search' tool to search for packages and 'package-list' to list installed packages.
IvanMurzak/Unity-MCP 2,087
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gameobject-destroy
Destroy GameObject and all nested GameObjects recursively in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first.
IvanMurzak/Unity-MCP 2,087
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build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
IvanMurzak/Unity-MCP 2,087
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unity-initial-setup
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.
IvanMurzak/Unity-MCP 2,087
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script-execute
Compiles and executes C# code dynamically using Roslyn. The provided code must define a class with a static method to execute.
IvanMurzak/Unity-MCP 2,087