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uloop-get-hierarchy
// Get the Unity scene hierarchy as a structured tree. Use for parent-child structure, descendants, roots, or subtrees under objects the user currently selected.
// Get the Unity scene hierarchy as a structured tree. Use for parent-child structure, descendants, roots, or subtrees under objects the user currently selected.
| name | uloop-get-hierarchy |
| description | Get the Unity scene hierarchy as a structured tree. Use for parent-child structure, descendants, roots, or subtrees under objects the user currently selected. |
Get Unity Hierarchy structure from the whole scene, a root path, or selected Hierarchy objects.
Use this for hierarchy structure, especially descendants under the current selection. Use find-game-objects --search-mode Selected when you need selected object details or component properties.
uloop get-hierarchy [options]
| Parameter | Type | Default | Description |
|---|---|---|---|
--root-path | string | - | Root GameObject path to start from |
--max-depth | integer | -1 | Maximum depth (-1 for unlimited) |
--include-components | boolean | true | Include component information |
--include-inactive | boolean | true | Include inactive GameObjects |
--include-paths | boolean | false | Include full path information |
--use-components-lut | string | auto | Use LUT for components (auto, true, false) |
--use-selection | boolean | false | Use selected GameObject(s) as root(s). When true, --root-path is ignored. |
| Option | Description |
|---|---|
--project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
# Get entire hierarchy
uloop get-hierarchy
# Get hierarchy from specific root
uloop get-hierarchy --root-path "Canvas/UI"
# Limit depth
uloop get-hierarchy --max-depth 2
# Without components
uloop get-hierarchy --include-components false
# Get hierarchy from currently selected GameObjects
uloop get-hierarchy --use-selection
Returns JSON with:
message (string): Human-readable guidance pointing at the saved filehierarchyFilePath (string): Filesystem path to the JSON file that contains the actual hierarchy dataThe hierarchy itself is not in the response — it is written to the file at hierarchyFilePath. Open that file to read the Context and Hierarchy payload (GameObject tree, components, etc.).
Use when Unity Editor is not running or needs a clean restart.
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for scene, prefab, SerializedObject, AssetDatabase refresh/.meta generation, menu, or PlayMode automation.
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.