| name | scene-authoring |
| description | Use when building scenes in the Unity Editor using MCP tools — creating GameObjects, setting up hierarchies, configuring components, applying materials, and lighting. |
Scene Authoring with MCP Tools
Efficient tool sequences for building Unity scenes. Always prefer batch operations over individual calls.
GOAL: Build a Scene from Scratch
Approach:
- Create the scene asset.
- Set up hierarchy structure (parent objects first).
- Batch-create child objects with components.
- Configure properties and references.
- Save the scene.
Tool sequence:
scene_create — create and open the new scene.
scene_setup — batch create multiple GameObjects with components, properties, and hierarchy in one call. This is the most efficient tool for initial scene population.
component_set_properties — batch set remaining properties across multiple objects.
reference_set — wire up cross-object references.
material_assign — apply materials to renderers.
scene_save — save the scene.
Common mistakes:
- Creating objects one-by-one with scene_create_gameobject when scene_setup can batch them.
- Forgetting to save the scene after modifications.
- Setting properties before all objects exist (references will fail if target doesn't exist yet).
GOAL: Set Up a Level with Primitives
Approach:
- Create floor/walls with primitives.
- Add physics colliders (auto-added with primitives).
- Position and scale using component_set_properties.
- Apply materials.
Tool sequence:
scene_create_primitive — create Plane for floor (scale: 10,1,10).
scene_create_primitive — create Cubes for walls (position + scale per wall).
material_create — create materials for surfaces.
material_assign — apply to renderers.
component_set_properties — batch adjust transforms if needed.
Common mistakes:
- Forgetting that primitives come with colliders by default (no need to add separately).
- Not parenting walls under a "Walls" empty for organization.
GOAL: Set Up Lighting
Approach:
- Create light GameObjects.
- Configure light component properties.
- Set environment lighting in project settings.
Tool sequence:
scene_create_gameobject — create empty, name "Directional Light".
component_add — add Light component.
component_set_properties — set type (Directional), color, intensity, shadows.
- For point/spot lights:
scene_create_gameobject + component_add + position via transform.
Common mistakes:
- Multiple directional lights (expensive, usually wrong).
- Not setting shadow type (results in no shadows).
GOAL: Add Physics to Existing Objects
Approach:
- Identify objects that need physics.
- Add Rigidbody + appropriate colliders.
- Configure physics properties.
Tool sequence:
component_find — find objects by existing component if needed.
component_add — add Rigidbody to each.
component_add — add colliders if not already present.
component_set_properties — set mass, drag, constraints, collision detection mode.
Common mistakes:
- Adding MeshCollider to moving objects (use primitive colliders instead).
- Forgetting to set isKinematic on objects that should be moved by code, not physics.
- Not setting collision detection to Continuous for fast-moving objects.
GOAL: Organize Scene Hierarchy
Approach:
- Create empty parent objects for grouping.
- Reparent existing objects under them.
- Name consistently.
Tool sequence:
scene_create_gameobject — create "--- Environment ---", "--- Gameplay ---", "--- UI ---" empties.
scene_reparent_gameobject — move objects under appropriate parents.
scene_rename_gameobject — fix naming inconsistencies.
Naming convention:
- Top-level groups: "--- GroupName ---" (dashes make them stand out).
- Objects: PascalCase, descriptive. "PlayerSpawnPoint" not "Spawn1".
- Instances: Name + number for multiples. "Wall_01", "Wall_02".
GOAL: Set Up a Camera
Approach:
- Create camera object (or find existing Main Camera).
- Configure projection, FOV, clipping planes.
- Position in scene.
Tool sequence:
scene_get_hierarchy — check if Main Camera exists.
- If not:
scene_create_gameobject + component_add (Camera) + tag as MainCamera.
component_set_properties — set fieldOfView, nearClipPlane, farClipPlane, clearFlags.
component_set_property on Transform — set position and rotation.
Related Skills
- uniclaude:unity-architect — architecture decisions that inform scene structure
- uniclaude:scene-architecture — additive loading, transitions, persistent managers