Manage Unity scenes — create, load (single/additive), save, unload, switch the active scene, and get scene info/hierarchy. Use when opening or saving scenes, loading additively, switching the active scene, or querying scene contents, even if the user just says "打开场景" or "切场景". 管理 Unity 场景(创建、加载、叠加加载、保存、卸载、切换活动场景、获取场景信息与层级);当用户要打开或保存场景、叠加加载、切换活动场景、或查询场景内容时使用。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-scene
Control Unity scenes - the containers that hold all your GameObjects.
scene_get_info / scene_get_hierarchy / scene_get_loaded / scene_find_objects 标 SkillMode.SemiAuto,可直接执行;scene_screenshot / scene_unload / scene_set_active 未设 Mode 字段(默认 FullAuto),Approval 模式下需 grant。scene_create / scene_load / scene_save(标 RiskLevel="high",因为切换/覆盖整个场景文件影响范围极大)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。DO NOT (common hallucinations):
scene_delete / scene_rename do not exist → delete scene files via asset_delete, rename via asset_movescene_list does not exist → use scene_get_loaded (loaded scenes) or asset_find with t:Scene (all scene assets)scene_find_objects is a simple name/tag/component filter; for regex/layer/path search use gameobject_find (SkillMode.FullAuto)Routing:
perception module's hierarchy_describeperception module's scene_summarizescene_screenshot (this module) captures the Game View final composited image (all cameras + UI; in Play mode this is the live runtime frame); camera_screenshot (camera module, SkillMode.FullAuto) renders a single Game Camera off-screen| Skill | Description |
|-------|-------------|
| scene_create | Create a new scene |
| scene_load | Load a scene |
| scene_save | Save current scene |
| scene_get_info | Get scene information |
| scene_get_hierarchy | Get hierarchy tree |
| scene_screenshot | Capture screenshot |
| scene_get_loaded | Get all loaded scenes |
| scene_unload | Unload an additive scene |
| scene_set_active | Set active scene |
| scene_find_objects | Search objects by name/tag/component |
Create a new scene.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| scenePath | string | Yes | Path for new scene (e.g., "Assets/Scenes/MyScene.unity") |
Load a scene.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| scenePath | string | Yes | - | Scene asset path |
| additive | bool | No | false | Load additively (keep current scene) |
Save the current scene.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| scenePath | string | No | Save path (null = save current) |
Get current scene information.
No parameters.
Returns: {success, name, path, isDirty, rootObjectCount, rootObjects: [name]}
Get full scene hierarchy tree.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| maxDepth | int | No | 10 | Maximum hierarchy depth |
Returns: {success, hierarchy: [{name, instanceId, children: [...]}]}
Capture a screenshot of the Game View — the final composited frame of all cameras + UI. In Play mode this is the live runtime image, not the Scene/editor view. For a single Game Camera's render use camera_screenshot instead.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| filename | string | No | "screenshot.png" | Bare filename only (no path separators); saved under Assets/Screenshots/ |
| width | int | No | 1920 | Image width |
| height | int | No | 1080 | Image height |
| returnImage | bool | No | false | Also return a PNG as base64 in the response (imageBase64), for clients without filesystem access |
| maxDimension | int | No | 1280 | Only used when returnImage=true; downscales the returned image (not the saved file) so its longer edge is ≤ this value. Clamped to 256–4096 |
Returns: {success, path, width, height, isPlaying, note}. isPlaying indicates whether the frame is a live runtime image (Play mode) or a static Edit-mode frame. Adds {imageBase64, imageWidth, imageHeight, imageBytes} when returnImage=true. If the base64 payload would exceed 8MB, the skill returns an error asking for a smaller maxDimension — the file at path is still saved.
Async: ScreenCapture.CaptureScreenshot writes the PNG ~1 frame later. If reading path immediately fails, wait ~200ms and retry. returnImage does not read that file back — since it isn't written yet — it instead does a separate synchronous capture of the Game View's current backbuffer (ScreenCapture.CaptureScreenshotAsTexture), so the returned image may be a moment older than the file eventually written to path.
returnImage usage tip: a local agent that can read files (e.g. Claude Code against a local Unity Editor) should generally omit returnImage and just read the PNG at path once it's written — it's cheaper on tokens. Use returnImage=true for remote/MCP clients that have no filesystem access to the Unity project.
Get list of all currently loaded scenes.
No parameters.
Returns: {success, scenes: [{name, path, isActive, isDirty}]}
Unload a loaded scene (additive).
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| sceneName | string | Yes | Scene name to unload |
Set the active scene (for multi-scene editing).
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| sceneName | string | Yes | Scene name to set active |
Search GameObjects by name pattern, tag, or component type. For advanced search (regex, layer, path) use gameobject_find.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| namePattern | string | No | - | Name substring to match (case-insensitive) |
| tag | string | No | - | Filter by tag |
| componentType | string | No | - | Filter by component type name |
| limit | int | No | 50 | Max results to return |
Returns: {success, count, objects: [{name, path, instanceId, active, tag}]}
import unity_skills
# Create a new scene
unity_skills.call_skill("scene_create", scenePath="Assets/Scenes/Level1.unity")
# Load an existing scene
unity_skills.call_skill("scene_load", scenePath="Assets/Scenes/MainMenu.unity")
# Load scene additively (multi-scene)
unity_skills.call_skill("scene_load", scenePath="Assets/Scenes/UI.unity", additive=True)
# Get current scene info
info = unity_skills.call_skill("scene_get_info")
print(f"Scene: {info['name']}, Objects: {info['rootObjectCount']}")
# Get full hierarchy (useful for understanding scene structure)
hierarchy = unity_skills.call_skill("scene_get_hierarchy", maxDepth=5)
# Save scene
unity_skills.call_skill("scene_save")
# Take screenshot
unity_skills.call_skill("scene_screenshot", filename="preview.png", width=1920, height=1080)
scene_get_info to verify scene stateAssets/Screenshots/ (filename is a bare name; any path separators are stripped)Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take besty0728/unity-scene from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.