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Unity-MCP
Unity-MCP contient 80 skills collectées depuis IvanMurzak, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Modify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification surfaces are available (content, pathPatches, jsonPatch) — see the skill body for details.
Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available (componentDiff, pathPatches, jsonPatch) — see the skill body for details.
Modify a Unity `UnityEngine.Object`'s serializable fields/properties. Three modification surfaces are available (`objectDiff`, `pathPatches`, `jsonPatch`) — see the skill body. Use 'object-get-data' first to inspect the object structure.
Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.
Search the Unity asset database using a search filter string. The filter accepts names, labels (`l:`), types (`t:`), AssetBundles (`b:`), areas (`a:`), and globs (`glob:`). See the body for the full filter syntax.
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' to find the asset first.
Move or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader first.
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid `shaderName` for 'assets-material-create'.
Retrieve Unity Editor logs from the MCP plugin's `LogCollector`, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.
Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to change the selection.
Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.
Add one or more Components to a GameObject in the opened Prefab or active Scene. Component types are looked up by full name (with namespace) or by class-name fallback. Use 'gameobject-find' to locate the host GameObject and 'gameobject-component-list-all' to discover valid component type names.
Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first.
List the fully-qualified C# type names of every concrete `UnityEngine.Component` subclass available in the project. Paginated (default 5/page, max 500). Use this to find a valid `componentName` for 'gameobject-component-add'.
Duplicate a batch of GameObjects in the currently opened Prefab or active Scene. Marks each affected scene as dirty after duplication. Use 'gameobject-find' to locate the source GameObjects first.
Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject) — see the skill body for details.
Get serialized data for a Unity `UnityEngine.Object` — all serializable fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Pair with 'object-modify' when you need to write back.
List all UPM packages installed in the Unity project — name, version, source, description. Optionally filter by source (registry, embedded, local, git, built-in, local tarball), by name/display/description substring, and by direct-dependency-only.
Search Unity's package registry plus locally installed packages (Git, local, embedded sources) by query string. Returns available versions and installation status. Online mode fetches exact matches from the live registry then supplements with cached substring matches.
Capture the current frame's timing info (delta time, FPS, frame counts, runtime). Snapshot only — historical frames live in Unity's Profiler window.
Return memory statistics snapshot from UnityEngine.Profiling.Profiler — reserved, allocated, mono heap, graphics, etc. (in MB).
Return current frame timing, FPS, vsync, target frame rate, threading mode, and graphics device type from Unity Time / QualitySettings / SystemInfo.
Return script execution timing (frame time, fixed dt, time scale, frame count, runtime) plus Mono / GC memory usage in MB.
Return the Unity profiler's current enabled state, active modules, max-used memory, and platform support flag. Read-only.
List all known profiler module names with their local 'enabled' bookkeeping flag.
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized `MethodData` entries usable as schemas for 'reflection-method-call'.
Retrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty). Supports token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`. Use 'scene-list-opened' to enumerate scenes.
List every scene currently opened in the Unity Editor as a shallow snapshot (name, path, build flags). Use 'scene-get-data' for the deep view of a specific scene.
Open a Unity scene asset in Single or Additive mode. Returns the post-open list of all opened scenes. Use 'assets-find' to locate the scene asset first.
Mark an opened scene as the Editor's active scene (the one new GameObjects are added to and that's used as the default for many operations). Use 'scene-list-opened' to enumerate opened scenes first.
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body for side-effect notes.
Delete one or more `.cs` script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's `requestId`. Pair with 'script-read' to inspect files before deletion.
Execute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.
Enable or disable MCP tools by name in batch. Persists the change via `UnityMcpPluginEditor.Instance.Save()` only when at least one tool actually flipped. Returns per-input success flags plus optional operation logs.