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unity-smart
Use when users want to find objects by property conditions, arrange objects in grid/circle/line, or auto-wire serialized references.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when users want to find objects by property conditions, arrange objects in grid/circle/line, or auto-wire serialized references.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Use when working with a Unity project via MCP — creating or editing scenes, GameObjects, components, prefabs, materials, UI, lighting, navmesh, animations, terrain, C# scripts, or any other Unity Editor task.
Use when users want to run Unity tests or read test results.
Use when users want to enter play mode, select objects, undo/redo, or execute menu commands.
Use when creating, reading, editing, searching, validating, or deleting C# scripts in a Unity project.
Use when about to write or install a custom Editor script, add a [MenuItem], build a custom Editor window, or create a one-off Editor helper — to check whether a ready-to-paste template already exists in tooling/<domain>/ before reaching for Unity_CreateScript.
Use when users want to create Canvas, Button, Text, Image, or other UI elements.
| name | unity-smart |
| description | Use when users want to find objects by property conditions, arrange objects in grid/circle/line, or auto-wire serialized references. |
Query and layout tools for scene objects. Use to find objects by component property conditions, arrange objects spatially (grid, circle, line), or auto-wire serialized references between components.
DO NOT (common hallucinations):
smart_create / smart_build do not exist → smart skills are query/layout tools, not creation toolssmart_search / smart_query do not exist → use smart_scene_query (component property filters) or smart_scene_query_spatial (spatial region filters)smart_move does not exist → use smart_snap_to_grid or smart_align_to_groundRouting:
gameobject modulegameobject_find or scene_find_objectssmart_scene_query (this module)Find objects based on component property values (SQL-like).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
componentName | string | Yes | - | Component type (Light, Camera, MeshRenderer) |
propertyName | string | Yes | - | Property to query (intensity, enabled, etc.) |
op | string | No | "==" | ==, !=, >, <, >=, <=, contains |
value | string | No | null | Value to compare |
limit | int | No | 50 | Max results |
query | string | No | null | Unsupported shorthand; if provided alone returns a guidance error |
Example:
See ../../recipes/smart/<command>.md for C# templates.
Organize selected objects into a layout.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
layoutType | string | No | "Linear" | Linear, Grid, Circle, Arc |
axis | string | No | "X" | X, Y, Z, -X, -Y, -Z |
spacing | float | No | 2.0 | Space between items (or radius) |
columns | int | No | 3 | For Grid layout |
arcAngle | float | No | 180 | For Arc layout (degrees) |
lookAtCenter | bool | No | false | Rotate to face center |
Example:
See ../../recipes/smart/<command>.md for C# templates.
Auto-fill a List/Array field with matching objects.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
targetName | string | Yes | - | Target GameObject |
componentName | string | Yes | - | Component on target |
fieldName | string | Yes | - | Field to fill |
sourceTag | string | No | null | Find by tag |
sourceName | string | No | null | Find by name contains |
appendMode | bool | No | false | Append instead of replace |
Example:
See ../../recipes/smart/<command>.md for C# templates.
smart_scene_query_spatialFind objects within a sphere/box region, optionally filtered by component.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
x | float | Yes | - | Center X coordinate |
y | float | Yes | - | Center Y coordinate |
z | float | Yes | - | Center Z coordinate |
radius | float | No | 10 | Search sphere radius |
componentFilter | string | No | null | Only include objects with this component |
limit | int | No | 50 | Max results |
Returns: { success, count, center, radius, results }
smart_align_to_groundRaycast selected objects downward to align them to the ground. Requires objects selected in Hierarchy first.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
maxDistance | float | No | 100 | Maximum raycast distance |
alignRotation | bool | No | false | Align rotation to surface normal |
Returns: { success, aligned, total }
smart_distributeEvenly distribute selected objects between first and last positions. Requires at least 3 objects selected in Hierarchy first.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
axis | string | No | "X" | X, Y, Z, -X, -Y, -Z |
Returns: { success, distributed, axis }
smart_snap_to_gridSnap selected objects to a grid.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
gridSize | float | No | 1 | Grid cell size |
Returns: { success, snapped, gridSize }
smart_randomize_transformRandomize position/rotation/scale of selected objects within ranges.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
posRange | float | No | 0 | Position randomization range |
rotRange | float | No | 0 | Rotation randomization range (degrees) |
scaleMin | float | No | 1 | Minimum uniform scale |
scaleMax | float | No | 1 | Maximum uniform scale |
Returns: { success, randomized }
smart_replace_objectsReplace selected objects with a prefab (preserving transforms). Requires objects selected in Hierarchy first.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
prefabPath | string | Yes | - | Asset path to the replacement prefab |
Returns: { success, replaced, prefab }
smart_select_by_componentSelect all objects that have a specific component.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
componentName | string | Yes | - | Component type name to search for |
Returns: { success, selected, component }
See ../../recipes/smart/<command>.md for C# templates.
Recipe path rule: ../../recipes/smart/<command>.md