mcpbeat

Unity Scene

besty0728/unity-scene

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。

2k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-scene

The instruction itself

17 sections, as written by the author

Unity Scene Skills

Control Unity scenes - the containers that hold all your GameObjects.

Operating Mode

  • Approval:本模块 Mixed —— scene_get_info / scene_get_hierarchy / scene_get_loaded / scene_find_objectsSkillMode.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。
  • Auto / Bypass:FullAuto 直接执行。
  • 含 NeverInSemi 高危 skillscene_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_move
  • scene_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:

  • For detailed hierarchy tree → use perception module's hierarchy_describe
  • For scene statistics → use perception module's scene_summarize
  • For screenshot → scene_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

Skills Overview

| 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 |


Skills

scene_create

Create a new scene.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| scenePath | string | Yes | Path for new scene (e.g., "Assets/Scenes/MyScene.unity") |

scene_load

Load a scene.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| scenePath | string | Yes | - | Scene asset path |

| additive | bool | No | false | Load additively (keep current scene) |

scene_save

Save the current scene.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| scenePath | string | No | Save path (null = save current) |

scene_get_info

Get current scene information.

No parameters.

Returns: {success, name, path, isDirty, rootObjectCount, rootObjects: [name]}

scene_get_hierarchy

Get full scene hierarchy tree.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| maxDepth | int | No | 10 | Maximum hierarchy depth |

Returns: {success, hierarchy: [{name, instanceId, children: [...]}]}

scene_screenshot

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.

scene_get_loaded

Get list of all currently loaded scenes.

No parameters.

Returns: {success, scenes: [{name, path, isActive, isDirty}]}

scene_unload

Unload a loaded scene (additive).

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| sceneName | string | Yes | Scene name to unload |

scene_set_active

Set the active scene (for multi-scene editing).

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| sceneName | string | Yes | Scene name to set active |

scene_find_objects

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}]}


Example Usage

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)

Best Practices

  • Always save before loading a new scene
  • Use additive loading for UI overlays
  • Keep scene hierarchy organized with empty parent objects
  • Use scene_get_info to verify scene state
  • Screenshots are saved under Assets/Screenshots/ (filename is a bare name; any path separators are stripped)

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

How to use it

Copy the folder

Take besty0728/unity-scene from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.