| name | unity-editor |
| description | Control and observe the Unity Editor — read persistent scene/file changes, enter/exit/pause play mode, select objects, undo/redo, and execute menu items. Use after the user edited Unity while the AI was away, when file watching reports changes, or when driving Editor state. 控制并观察 Unity 编辑器(读取持久化场景/文件变更、进入/退出/暂停 play mode、选中对象、撤销/重做、执行菜单项);当用户在 AI 离开期间修改了 Unity、文件监控发现变化、或需要操控编辑器状态时使用。 |
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 标 SkillMode.SemiAuto,可直接执行;其余 editor_select / editor_undo / editor_redo / editor_execute_menu 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)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。
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_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_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")
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.