| name | unity-scenes-workflow |
| description | Use for Unity scene exploration the way developers work in the Editor: build list, all scenes, hierarchy, components, lighting, then broken refs. |
Unity scenes workflow
Unity developers live in Scenes. Use this order — same mental model as File → Build Settings and the Hierarchy.
1. What ships
| Step | Tool |
|---|
| Build order | list_build_scenes |
| Project snapshot | get_project_info |
2. Inventory
| Step | Tool |
|---|
Every .unity under Assets | list_all_scenes |
| ECS/DOTS | list_subscenes |
3. Open a scene (static)
Pick a path from the lists above (e.g. Assets/Scenes/Main.unity).
| Step | Tool | Notes |
|---|
| Root objects + component density | get_scene_summary | Fast overview |
| Flat hierarchy | get_scene_hierarchy_flat | Names + layers |
| Find Cameras / Lights / etc. | get_scene_components_by_type | Pass type name |
| By tag | get_scene_objects_by_tag | e.g. Spawn |
| Lighting / GI | get_lighting_scene_info | |
4. Cross-scene checks
| Step | Tool |
|---|
| All Cameras/Lights project-wide | get_all_components_by_type |
| Missing GUIDs in scenes | get_broken_asset_refs |
| QA pass over build scenes | Read skill unity-qa-scene-coverage |
5. Related domains
- Prefabs used in scenes →
unity-prefab-architecture
- Addressables / remote content →
unity-addressables-shipping
- Runtime cost proxies →
unity-runtime-performance
Out of scope
No live Hierarchy edit, Play Mode, or Scene view — filesystem YAML only.