283 lines
14 KiB
Markdown
283 lines
14 KiB
Markdown
---
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name: unity-mcp-orchestrator
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description: Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
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---
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# Unity-MCP Operator Guide
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This skill helps you effectively use the Unity Editor with MCP tools and resources.
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## Template Notice
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Examples in `references/workflows.md` and `references/tools-reference.md` are reusable templates. They may be inaccurate across Unity versions, package setups (UGUI/TMP/Input System), and project-specific conventions. Please check console, compilation errors, or use screenshot after implementation.
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Before applying a template:
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- Validate targets/components first via resources and `find_gameobjects`.
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- Treat names, enum values, and property payloads as placeholders to adapt.
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## Quick Start: Resource-First Workflow
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**Always read relevant resources before using tools.** This prevents errors and provides the necessary context.
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```
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1. Check editor state → mcpforunity://editor/state
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2. Understand the scene → mcpforunity://scene/gameobject-api
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3. Find what you need → find_gameobjects or resources
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4. Take action → tools (manage_gameobject, create_script, script_apply_edits, apply_text_edits, validate_script, delete_script, get_sha, etc.)
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5. Verify results → read_console, manage_camera(action="screenshot"), resources
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```
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## Critical Best Practices
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### 1. After Writing/Editing Scripts: Wait for Compilation and Check Console
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```python
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# After create_script or script_apply_edits:
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# Both tools already trigger AssetDatabase.ImportAsset + RequestScriptCompilation automatically.
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# No need to call refresh_unity — just wait for compilation to finish, then check console.
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# 1. Poll editor state until compilation completes
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# Read mcpforunity://editor/state → wait until is_compiling == false
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# 2. Check for compilation errors
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read_console(types=["error"], count=10, include_stacktrace=True)
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```
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**Why:** Unity must compile scripts before they're usable. `create_script` and `script_apply_edits` already trigger import and compilation automatically — calling `refresh_unity` afterward is redundant.
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### 2. Use `batch_execute` for Multiple Operations
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```python
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# 10-100x faster than sequential calls
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batch_execute(
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commands=[
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{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube1", "primitive_type": "Cube"}},
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{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube2", "primitive_type": "Cube"}},
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{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube3", "primitive_type": "Cube"}}
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],
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parallel=True # Hint only: Unity may still execute sequentially
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)
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```
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**Max 25 commands per batch by default (configurable in Unity MCP Tools window, max 100).** Use `fail_fast=True` for dependent operations.
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**Tip:** Also use `batch_execute` for discovery — batch multiple `find_gameobjects` calls instead of calling them one at a time:
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```python
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batch_execute(commands=[
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{"tool": "find_gameobjects", "params": {"search_term": "Camera", "search_method": "by_component"}},
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{"tool": "find_gameobjects", "params": {"search_term": "Player", "search_method": "by_tag"}},
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{"tool": "find_gameobjects", "params": {"search_term": "GameManager", "search_method": "by_name"}}
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])
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```
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### 3. Use Screenshots to Verify Visual Results
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```python
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# Basic screenshot (saves to Assets/, returns file path only)
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manage_camera(action="screenshot")
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# Inline screenshot (returns base64 PNG directly to the AI)
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manage_camera(action="screenshot", include_image=True)
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# Use a specific camera and cap resolution for smaller payloads
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manage_camera(action="screenshot", camera="MainCamera", include_image=True, max_resolution=512)
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# Batch surround: captures front/back/left/right/top/bird_eye around the scene
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manage_camera(action="screenshot", batch="surround", max_resolution=256)
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# Batch surround centered on a specific object
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manage_camera(action="screenshot", batch="surround", view_target="Player", max_resolution=256)
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# Positioned screenshot: place a temp camera and capture in one call
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manage_camera(action="screenshot", view_target="Player", view_position=[0, 10, -10], max_resolution=512)
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# Scene View screenshot: capture what the developer sees in the editor
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manage_camera(action="screenshot", capture_source="scene_view", include_image=True)
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# Scene View framed on a specific object
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manage_camera(action="screenshot", capture_source="scene_view", view_target="Canvas", include_image=True)
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```
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**Best practices for AI scene understanding:**
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- Use `include_image=True` when you need to *see* the scene, not just save a file.
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- Use `batch="surround"` for a comprehensive overview (6 angles, one command).
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- Use `view_target`/`view_position` to capture from a specific viewpoint without needing a scene camera.
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- Use `capture_source="scene_view"` to see the editor viewport (gizmos, wireframes, grid).
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- Keep `max_resolution` at 256–512 to balance quality vs. token cost.
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```python
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# Agentic camera loop: point, shoot, analyze
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manage_gameobject(action="look_at", target="MainCamera", look_at_target="Player")
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manage_camera(action="screenshot", camera="MainCamera", include_image=True, max_resolution=512)
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# → Analyze image, decide next action
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# Multi-view screenshot (6-angle contact sheet)
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manage_camera(action="screenshot_multiview", max_resolution=480)
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# Scene View for editor-level inspection (shows gizmos, debug overlays, etc.)
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manage_camera(action="screenshot", capture_source="scene_view", view_target="Player", include_image=True)
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```
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### 4. Check Console After Major Changes
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```python
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read_console(
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action="get",
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types=["error", "warning"], # Focus on problems
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count=10,
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format="detailed"
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)
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```
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### 5. Always Check `editor_state` Before Complex Operations
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```python
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# Read mcpforunity://editor/state to check:
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# - is_compiling: Wait if true
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# - is_domain_reload_pending: Wait if true
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# - ready_for_tools: Only proceed if true
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# - blocking_reasons: Why tools might fail
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```
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## Parameter Type Conventions
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These are common patterns, not strict guarantees. `manage_components.set_property` payload shapes can vary by component/property; if a template fails, inspect the component resource payload and adjust.
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### Vectors (position, rotation, scale, color)
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```python
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# Both forms accepted:
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position=[1.0, 2.0, 3.0] # List
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position="[1.0, 2.0, 3.0]" # JSON string
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```
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### Booleans
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```python
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# Both forms accepted:
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include_inactive=True # Boolean
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include_inactive="true" # String
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```
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### Colors
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```python
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# Auto-detected format:
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color=[255, 0, 0, 255] # 0-255 range
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color=[1.0, 0.0, 0.0, 1.0] # 0.0-1.0 normalized (auto-converted)
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```
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### Paths
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```python
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# Assets-relative (default):
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path="Assets/Scripts/MyScript.cs"
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# URI forms:
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uri="mcpforunity://path/Assets/Scripts/MyScript.cs"
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uri="file:///full/path/to/file.cs"
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```
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## Core Tool Categories
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| Category | Key Tools | Use For |
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|----------|-----------|---------|
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| **Scene** | `manage_scene`, `find_gameobjects` | Scene operations, finding objects |
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| **Objects** | `manage_gameobject`, `manage_components` | Creating/modifying GameObjects |
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| **Scripts** | `create_script`, `script_apply_edits`, `validate_script` | C# code management (auto-refreshes on create/edit) |
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| **Assets** | `manage_asset`, `manage_prefabs` | Asset operations. **Prefab instantiation** is done via `manage_gameobject(action="create", prefab_path="...")`, not `manage_prefabs`. |
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| **Editor** | `manage_editor`, `execute_menu_item`, `read_console` | Editor control, package deployment (`deploy_package`/`restore_package` actions) |
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| **Testing** | `run_tests`, `get_test_job` | Unity Test Framework |
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| **Batch** | `batch_execute` | Parallel/bulk operations |
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| **Camera** | `manage_camera` | Camera management (Unity Camera + Cinemachine). **Tier 1** (always available): create, target, lens, priority, list, screenshot. **Tier 2** (requires `com.unity.cinemachine`): brain, body/aim/noise pipeline, extensions, blending, force/release. 7 presets: follow, third_person, freelook, dolly, static, top_down, side_scroller. Resource: `mcpforunity://scene/cameras`. Use `ping` to check Cinemachine availability. See [tools-reference.md](references/tools-reference.md#camera-tools). |
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| **Graphics** | `manage_graphics` | Rendering and post-processing management. 33 actions across 5 groups: **Volume** (create/configure volumes and effects, URP/HDRP), **Bake** (lightmaps, light probes, reflection probes, Edit mode only), **Stats** (draw calls, batches, memory), **Pipeline** (quality levels, pipeline settings), **Features** (URP renderer features: add, remove, toggle, reorder). Resources: `mcpforunity://scene/volumes`, `mcpforunity://rendering/stats`, `mcpforunity://pipeline/renderer-features`. Use `ping` to check pipeline status. See [tools-reference.md](references/tools-reference.md#graphics-tools). |
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| **Packages** | `manage_packages` | Install, remove, search, and manage Unity packages and scoped registries. Query actions: list installed, search registry, get info, ping, poll status. Mutating actions: add/remove packages, embed for editing, add/remove scoped registries, force resolve. Validates identifiers, warns on git URLs, checks dependents before removal (`force=true` to override). See [tools-reference.md](references/tools-reference.md#package-tools). |
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| **Physics** | `manage_physics` | Manage 3D and 2D physics (21 actions). Settings, collision matrix, materials, joints (14 types). Queries: `raycast`, `raycast_all`, `linecast`, `shapecast` (sphere/box/capsule sweep), `overlap`. Forces: `apply_force` (AddForce/AddTorque/AddExplosionForce with ForceMode). Rigidbody: `get_rigidbody`, `configure_rigidbody` (mass, drag, gravity, constraints, collision detection). Validation: scene-wide checks. Simulation: `simulate_step` in edit mode. See [tools-reference.md](references/tools-reference.md#physics-tools). |
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| **ProBuilder** | `manage_probuilder` | 3D modeling, mesh editing, complex geometry. **When `com.unity.probuilder` is installed, prefer ProBuilder shapes over primitive GameObjects** for editable geometry, multi-material faces, or complex shapes. Supports 12 shape types, face/edge/vertex editing, smoothing, and per-face materials. See [ProBuilder Guide](references/probuilder-guide.md). |
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| **UI** | `manage_ui`, `batch_execute` with `manage_gameobject` + `manage_components` | **UI Toolkit**: Use `manage_ui` to create UXML/USS files, attach UIDocument, inspect visual trees. **uGUI (Canvas)**: Use `batch_execute` for Canvas, Panel, Button, Text, Slider, Toggle, Input Field. **Read `mcpforunity://project/info` first** to detect uGUI/TMP/Input System/UI Toolkit availability. (see [UI workflows](references/workflows.md#ui-creation-workflows)) |
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| **Docs** | `unity_reflect`, `unity_docs` | API verification and documentation lookup. **`unity_reflect`** inspects live C# APIs via reflection (requires Unity connection): `search` types across assemblies, `get_type` for member summary, `get_member` for full signatures. **`unity_docs`** fetches official docs from docs.unity3d.com (no Unity connection needed): `get_doc` (ScriptReference), `get_manual` (Manual pages), `get_package_doc` (package docs), `lookup` (parallel search all sources + project assets). **Trust hierarchy: reflection > project assets > docs.** Workflow: `unity_reflect` search -> get_type -> get_member -> `unity_docs` lookup. See [tools-reference.md](references/tools-reference.md#docs-tools). |
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## Common Workflows
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### Creating a New Script and Using It
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```python
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# 1. Create the script (automatically triggers import + compilation)
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create_script(
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path="Assets/Scripts/PlayerController.cs",
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contents="using UnityEngine;\n\npublic class PlayerController : MonoBehaviour\n{\n void Update() { }\n}"
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)
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# 2. Wait for compilation to finish
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# Read mcpforunity://editor/state → wait until is_compiling == false
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# 3. Check for compilation errors
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read_console(types=["error"], count=10)
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# 4. Only then attach to GameObject
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manage_gameobject(action="modify", target="Player", components_to_add=["PlayerController"])
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```
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### Finding and Modifying GameObjects
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```python
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# 1. Find by name/tag/component (returns IDs only)
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result = find_gameobjects(search_term="Enemy", search_method="by_tag", page_size=50)
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# 2. Get full data via resource
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# mcpforunity://scene/gameobject/{instance_id}
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# 3. Modify using the ID
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manage_gameobject(action="modify", target=instance_id, position=[10, 0, 0])
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```
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### Running and Monitoring Tests
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```python
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# 1. Start test run (async)
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result = run_tests(mode="EditMode", test_names=["MyTests.TestSomething"])
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job_id = result["job_id"]
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# 2. Poll for completion
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result = get_test_job(job_id=job_id, wait_timeout=60, include_failed_tests=True)
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```
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## Pagination Pattern
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Large queries return paginated results. Always follow `next_cursor`:
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```python
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cursor = 0
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all_items = []
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while True:
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result = manage_scene(action="get_hierarchy", page_size=50, cursor=cursor)
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all_items.extend(result["data"]["items"])
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if not result["data"].get("next_cursor"):
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break
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cursor = result["data"]["next_cursor"]
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```
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## Multi-Instance Workflow
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When multiple Unity Editors are running:
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```python
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# 1. List instances via resource: mcpforunity://instances
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# 2. Set active instance
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set_active_instance(instance="MyProject@abc123")
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# 3. All subsequent calls route to that instance
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```
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## Error Recovery
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| Symptom | Cause | Solution |
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|---------|-------|----------|
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| Tools return "busy" | Compilation in progress | Wait, check `editor_state` |
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| "stale_file" error | File changed since SHA | Re-fetch SHA with `get_sha`, retry |
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| Connection lost | Domain reload | Wait ~5s, reconnect |
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| Commands fail silently | Wrong instance | Check `set_active_instance` |
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## Reference Files
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For detailed schemas and examples:
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- **[tools-reference.md](references/tools-reference.md)**: Complete tool documentation with all parameters
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- **[resources-reference.md](references/resources-reference.md)**: All available resources and their data
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- **[workflows.md](references/workflows.md)**: Extended workflow examples and patterns
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