بنقرة واحدة
unity-editor
Use when users want to enter play mode, select objects, undo/redo, or execute menu commands.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Use when users want to enter play mode, select objects, undo/redo, or execute menu commands.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
Use when working with a Unity project via MCP — creating or editing scenes, GameObjects, components, prefabs, materials, UI, lighting, navmesh, animations, terrain, C# scripts, or any other Unity Editor task.
Use when users want to run Unity tests or read test results.
Use when creating, reading, editing, searching, validating, or deleting C# scripts in a Unity project.
Use when about to write or install a custom Editor script, add a [MenuItem], build a custom Editor window, or create a one-off Editor helper — to check whether a ready-to-paste template already exists in tooling/<domain>/ before reaching for Unity_CreateScript.
Use when users want to create Canvas, Button, Text, Image, or other UI elements.
Use when users want to find unused assets, duplicate files, or clean up the project.
| name | unity-editor |
| description | Use when users want to enter play mode, select objects, undo/redo, or execute menu commands. |
Control the Unity Editor itself - enter play mode, manage selection, undo/redo, and execute menu items.
DO NOT (common hallucinations):
editor_run does not exist → use editor_play to enter play modeeditor_compile / editor_recompile do not exist → use debug_force_recompileeditor_save does not exist → use editor_execute_menu with menuPath "File/Save"editor_execute_menu requires exact menu path — typos cause silent failureRouting:
editor_get_state (isCompiling field)Unity_ReadConsole or Unity_GetConsoleLogsscene_save (scene module) or editor_execute_menu menuPath="File/Save"| Skill | Description |
|---|---|
editor_play | Enter play mode |
editor_stop | Exit play mode |
editor_pause | Toggle pause |
editor_select | Select GameObject |
editor_get_selection | Get selected objects |
editor_get_context | Get full editor context (selection, assets, scene) |
editor_undo | Undo last action |
editor_redo | Redo last action |
editor_get_state | Get editor state |
editor_execute_menu | Execute menu item |
editor_get_tags | Get all tags |
editor_get_layers | Get all layers |
console_set_pause_on_error | Pause play mode on error (console module) |
Enter play mode. Fire-and-forget: sets EditorApplication.isPlaying = true
and returns { success, mode, started } immediately. Observe the
transition by calling editor_get_state (check isPlaying) in a later
call — recipes cannot span domain reloads.
Exit play mode.
Toggle pause state.
Select a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Object name |
instanceId | int | No* | Instance ID |
path | string | No* | Object path |
*One identifier required
Get currently selected objects.
Returns: {success, count, objects: [{name, instanceId}]}
Get full editor context including selection, assets, and scene info.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
includeComponents | bool | No | false | Include component list |
includeChildren | bool | No | false | Include children info |
Returns:
selectedGameObjects: Objects in Hierarchy (instanceId, path, tag, layer)selectedAssets: Assets in Project window (GUID, path, type, isFolder)activeScene: Current scene info (name, path, isDirty)focusedWindow: Name of focused editor windowisPlaying, isCompiling: Editor stateUndo the last action.
Redo the last undone action.
Get current editor state.
Returns: {isPlaying, isPaused, isCompiling, timeSinceStartup, unityVersion, platform}
Execute a menu command.
| Parameter | Type | Required | Description |
|---|---|---|---|
menuPath | string | Yes | Menu item path |
Common Menu Paths:
| Menu Path | Action |
|---|---|
File/Save | Save current scene |
File/Build Settings... | Open build settings |
Edit/Play | Toggle play mode |
GameObject/Create Empty | Create empty object |
Window/General/Console | Open console |
Assets/Refresh | Refresh assets |
Get all available tags.
Returns: {success, tags: [string]}
Get all available layers.
Returns: {success, layers: [{index, name}]}
Pause-on-error is provided by the console module, not the editor module.
Use console_set_pause_on_error from the console module.
See ../../recipes/editor/<command>.md for C# templates.
Recipe path rule: ../../recipes/editor/<command>.md
editor_get_context to get instanceId for batch operations