| name | unity-editor |
| description | Control and observe the Unity Editor state |
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Reading persistent scene/file changes
- Driving play mode
- Inspecting runtime state
- Executing menu items
- 读取持久化场景/文件变更、操控 Play Mode、检查运行时状态、执行菜单项
Unity Editor Skills
Observe and control the Unity Editor without parsing scene YAML.
Operating Mode
- Approval:本模块 Mixed ——
editor_get_changes / editor_get_selection / editor_get_context / editor_get_state / editor_get_tags / editor_get_layers / editor_playmode_inspect 标 SkillMode.SemiAuto,可直接执行;其余 editor_select / editor_undo / editor_redo / editor_playmode_step 默认 FullAuto,Approval 模式下需 grant。
- Auto / Bypass:FullAuto 直接执行。
- 含 NeverInSemi 高危 skill:
editor_play / editor_play_capture / editor_stop / editor_pause(标 MayEnterPlayMode = true);editor_execute_menu(标 MayTriggerReload = true —— Assets/Refresh、Assets/Reimport All 之类的菜单项会触发域重载)。这些在 Approval 和 Auto 下都返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调;grant 流程对它们不适用,不要尝试。
DO NOT (common hallucinations):
editor_run does not exist → use editor_play to enter play mode
editor_compile / editor_recompile do not exist → use debug_force_recompile
editor_save does not exist → use editor_execute_menu with menuPath "File/Save"
editor_execute_menu requires exact menu path — typos cause silent failure
Routing:
- For compilation check → use
debug module's debug_check_compilation
- For console errors → use
debug module's debug_get_errors
- For scene save →
scene_save (scene module) or editor_execute_menu menuPath="File/Save"
- When file watching reports changes, or the AI resumes after the user edited Unity → call
editor_get_changes before reading .unity YAML
- If
editor_get_changes.dropped=true → its 500-entry retention window was exceeded; rebuild context with scene_context / scene_diff
Skills Overview
| Skill | Description |
|---|
editor_play | Enter play mode |
editor_play_capture | Observe runtime errors, optionally screenshot, then exit |
editor_stop | Exit play mode |
editor_pause | Toggle pause |
editor_playmode_step | Advance Play Mode by N frames (async job) |
editor_playmode_inspect | Inspect a GameObject's live runtime state (transform, component fields) |
editor_select | Select GameObject |
editor_get_selection | Get selected objects |
editor_get_context | Get full editor context (selection, assets, scene) |
editor_get_changes | Read persistent scene/file changes by cursor |
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) |
Skills
editor_play
Enter play mode. Warning: any unsaved scene changes made during Play mode will be lost when exiting.
Returns: {success, mode, jobId} — mode="playing", jobId returned from AsyncJobService so callers can poll entering_play_mode completion.
editor_play_capture
Enter Play Mode, observe errors for durationSeconds (default 10, range 1–300), optionally capture the Game View, then exit. Returns a Job whose result includes healthy, error aggregates, stoppedEarly, and screenshotPath.
editor_stop
Exit play mode.
Returns: {success, mode} — mode="stopped".
editor_pause
Toggle pause state.
Returns: {success, paused} — paused is the new boolean state.
editor_playmode_step
Advance Play Mode forward by frames (1–100, default 1) using EditorApplication.Step; Unity automatically enters paused state as part of stepping. Requires Play Mode to already be active — call editor_play or editor_play_capture first, otherwise this returns a structured error (error + hint + suggestedSkills: ["editor_play", "editor_play_capture"]). Only one step job may be in flight at a time; a second call while one is still running returns an error naming the active jobId.
| Parameter | Type | Required | Default | Description |
|---|
frames | int | No | 1 | Frames to advance, clamped to 1–100 |
Runs as an async job, not synchronously: EditorApplication.Step() only lands on a later Editor tick, so the skill issues one Step() call at a time, confirms it landed by watching Time.frameCount advance, and only then issues the next — back-to-back Step() calls without that confirmation are not reliable. The call itself returns immediately: {success, status: "accepted", jobId, framesRequested}.
Poll job_status with the returned jobId until status="completed"; its details then contains {framesRequested, framesCompleted, frameCount, isPaused}. Do not use job_wait — like playmode/play_capture, this job's progress depends on EditorApplication.update ticks, and job_wait's blocking loop runs on the same main thread those ticks come from, so it cannot observe progress; it will just spend its full timeout doing nothing. If Play Mode exits or Unity fails to advance a frame within 10s, the job fails with failed_exited_play_mode / failed_step_timeout.
editor_playmode_inspect
Inspect a GameObject's live runtime state: transform (position/rotation/scale), activeSelf/activeInHierarchy, and — when componentType is given — that component's public fields and properties (reuses the same reflection helper as component_get_properties, not reimplemented). Works during Play Mode, including while paused, and also in Edit Mode, where it returns editor-time values — check isPlaying/isPaused in the response to know which state the values reflect.
| Parameter | Type | Required | Description |
|---|
name | string | No* | Object name |
instanceId | int | No* | Instance ID (preferred) |
path | string | No* | Object path |
componentType | string | No | Component type name; when set, also returns its public fields/properties |
*One identifier required
Returns: {success, gameObject, entityId, instanceId, path, activeSelf, activeInHierarchy, transform: {position, localPosition, rotation, localScale}, isPlaying, isPaused, component}. component is null when componentType is omitted, an error object when the type isn't found or isn't attached, or {gameObject, component, fullTypeName, properties, fields} (same shape as component_get_properties) otherwise.
editor_select
Select a GameObject.
| Parameter | Type | Required | Description |
|---|
name | string | No* | Object name |
instanceId | int | No* | Instance ID (preferred) |
path | string | No* | Object path |
*One identifier required
editor_get_selection
Get currently selected objects.
Returns: {count, objects: [{name, instanceId}]}
editor_get_context
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 window
isPlaying, isCompiling: Editor state
editor_get_changes
Read the persistent change journal at Library/UnitySkills/editor_changes.jsonl. It captures scene object/component/property summaries plus imported, deleted, and moved asset paths across Domain Reloads. It never parses or returns raw .unity YAML.
| Parameter | Type | Required | Default | Description |
|---|
since | long | No | 0 | Previous response cursor; 0 reads retained history |
types | string | No | all | Comma-separated scene, file, undo, or lifecycle |
source | string | No | all | editor/manual, rest, or all |
limit | int | No | 100 | Newest entries to return, 1-500 |
Returns: {hasChanges, cursor, oldestSeq, dropped, truncated, changes}. Save cursor for the next call. dropped=true means older changes fell outside the 500-entry journal, so rebuild full scene context.
editor_undo
Undo the last action.
editor_redo
Redo the last undone action.
editor_get_state
Get current editor state.
Returns: {isPlaying, isPaused, isCompiling, timeSinceStartup, unityVersion, platform}
editor_execute_menu
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 |
editor_get_tags
Get all available tags.
Returns: {tags: [string]}
editor_get_layers
Get all available layers.
Returns: {layers: [{index, name}]}
Pause On Error
Pause-on-error is provided by the console module, not the editor module.
Use console_set_pause_on_error from console/SKILL.md.
Example Usage
import unity_skills
state = unity_skills.call_skill("editor_get_state")
if state['isCompiling']:
print("Wait for compilation to finish")
changes = unity_skills.call_skill("editor_get_changes", since=last_cursor)
last_cursor = changes["cursor"]
context = unity_skills.call_skill("editor_get_context", includeComponents=True)
for obj in context['selectedGameObjects']:
print(f"Selected: {obj['name']} (ID: {obj['instanceId']})")
unity_skills.call_skill("editor_select", name="Player")
selection = unity_skills.call_skill("editor_get_selection")
unity_skills.call_skill("gameobject_delete", name="TestObject")
unity_skills.call_skill("editor_undo")
unity_skills.call_skill("editor_execute_menu", menuPath="File/Save")
import time
capture = unity_skills.call_skill("editor_play_capture", durationSeconds=30)
while True:
capture_status = unity_skills.call_skill(, jobId=capture[])
capture_status[] (, ):
time.sleep()
before = unity_skills.call_skill(, name=)[][]
step = unity_skills.call_skill(, frames=)
:
step_status = unity_skills.call_skill(, jobId=step[])
step_status[] (, ):
time.sleep()
after = unity_skills.call_skill(, name=)[][]
after != before,
(step_status[][], step_status[][])
Best Practices
- Check editor state before play mode operations
- Don't modify scene during play mode (changes lost)
- Use undo for safe experimentation
- On resume, call
editor_get_changes before reading scene files
- Use
editor_get_context to get instanceId for batch operations
- Menu commands must match exact paths
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Common Errors
Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md
| Error | Trigger | Fix |
|---|
TARGET_NOT_FOUND | The requested GameObject or menu item could not be found (e.g., Menu item not found or failed). | Verify the object with gameobject_find / scene_get_hierarchy, or check the exact menu path spelling before retrying. |
SKILL_ERROR | A play-mode state conflict occurred, such as Already in play mode, Not in play mode, or an active frame-step job already exists. | Match the editor state to the skill requirement: enter/exit play mode first, or wait for the existing step job to finish. |