{
    "app": {
        "name": "unity-mcp-orchestrator",
        "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.",
        "mode": "advanced-chat",
        "model_config": {
            "provider": "deepseek",
            "model": "deepseek-chat",
            "parameters": {
                "temperature": 0.7,
                "max_tokens": 4096
            }
        }
    },
    "instructions": "name unity-mcp-orchestrator 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. Unity-MCP Operator Guide This skill helps you effectively use the Unity Editor with MCP tools and resources. Template Notice 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. Before applying a template: Validate targets/components first via resources and find_gameobjects . Treat names, enum values, and property payloads as placeholders to adapt. Quick Start: Resource-First Workflow Always read relevant resources before using tools. This prevents errors and provides the necessary context. 1. Check editor state → mcpforunity://editor/state 2. Understand the scene → mcpforunity://scene/gameobject-api 3. Find what you need → find_gameobjects or resources 4. Take action → tools (manage_gameobject, create_script, script_apply_edits, apply_text_edits, validate_script, delete_script, get_sha, etc.) 5. Verify results → read_console, manage_camera(action=\"screenshot\"), resources Critical Best Practices 1. After Writing/Editing Scripts: Wait for Compilation and Check Console # After create_script or script_apply_edits: # Both tools already trigger AssetDatabase.ImportAsset + RequestScriptCompilation automatically. # No need to call refresh_unity — just wait for compilation to finish, then check console. # 1. Poll editor state until compilation completes # Read mcpforunity://editor/state → wait until is_compiling == false # 2. Check for compilation errors read_console(types=[ \"error\" ], count= 10 , include_stacktrace= True ) 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. 2. Use batch_execute for Multiple Operations # 10-100x faster than sequential calls batch_execute( commands=[ { \"tool\" : \"manage_gameobject\" , \"params\" : { \"action\" : \"create\" , \"name\" : \"Cube1\" , \"primitive_type\" : \"Cube\" }}, { \"tool\" : \"manage_gameobject\" , \"params\" : { \"action\" : \"create\" , \"name\" : \"Cube2\" , \"primitive_type\" : \"Cube\" }}, { \"tool\" : \"manage_gameobject\" , \"params\" : { \"action\" : \"create\" , \"name\" : \"Cube3\" , \"primitive_type\" : \"Cube\" }} ], parallel= True # Hint only: Unity may still execute sequentially ) Max 25 commands per batch by default (configurable in Unity MCP Tools window, max 100). Use fail_fast=True for dependent operations. Tip: Also use batch_execute for discovery — batch multiple find_gameobjects calls instead of calling them one at a time: batch_execute(commands=[ { \"tool\" : \"find_gameobjects\" , \"params\" : { \"search_term\" : \"Camera\" , \"search_method\" : \"by_component\" }}, { \"tool\" : \"find_gameobjects\" , \"params\" : { \"search_term\" : \"Player\" , \"search_method\" : \"by_tag\" }}, { \"tool\" : \"find_gameobjects\" , \"params\" : { \"search_term\" : \"GameManager\" , \"search_method\" : \"by_name\" }} ]) 3. Use Screenshots to Verify Visual Results # Basic screenshot (saves to Assets/, returns file path only) manage_camera(action= \"screenshot\" ) # Inline screenshot (returns base64 PNG directly to the AI) manage_camera(action= \"screenshot\" , include_image= True ) # Use a specific camera and cap resolution for smaller payloads manage_camera(action= \"screenshot\" , camera= \"MainCamera\" , include_image= True , max_resolution= 512 ) # Batch surround: captures front/back/left/right/top/bird_eye around the scene manage_camera(action= \"screenshot\" , batch= \"surround\" , max_resolution= 256 ) # Batch surround centered on a specific object manage_camera(action= \"screenshot\" , batch= \"surround\" , view_target= \"Player\" , max_resolution= 256 ) # Positioned screenshot: place a temp camera and capture in one call manage_camera(action= \"screenshot\" , view_target= \"Player\" , view_position=[ 0 , 10 , - 10 ], max_resolution= 512 ) # Scene View screenshot: capture what the developer sees in the editor manage_camera(action= \"screenshot\" , capture_source= \"scene_view\" , include_image= True ) # Scene View framed on a specific object manage_camera(action= \"screenshot\" , capture_source= \"scene_view\" , view_target= \"Canvas\" , include_image= True ) Best practices for AI scene understanding: Use include_image=True when you need to see the scene, not just save a file. Use batch=\"surround\" for a comprehensive overview (6 angles, one command). Use view_target / view_position to capture from a specific viewpoint without needing a scene camera. Use capture_source=\"scene_view\" to see the editor viewport (gizmos, wireframes, grid). Keep max_resolution at 256–512 to balance quality vs. token cost. # Agentic camera loop: point, shoot, analyze manage_gameobject(action= \"look_at\" , target= \"MainCamera\" , look_at_target= \"Player\" ) manage_camera(action= \"screenshot\" , camera= \"MainCamera\" , include_image= True , max_resolution= 512 ) # → Analyze image, decide next action # Multi-view screenshot (6-angle contact sheet) manage_camera(action= \"screenshot_multiview\" , max_resolution= 480 ) # Scene View for editor-level inspection (shows gizmos, debug overlays, etc.) manage_camera(action= \"screenshot\" , capture_source= \"scene_view\" , view_target= \"Player\" , include_image= True ) 4. Check Console After Major Changes read_console( action= \"get\" , types=[ \"error\" , \"warning\" ], # Focus on problems count= 10 , format = \"detailed\" ) 5. Always Check mcpforunity://editor/state Before Complex Operations # Read mcpforunity://editor/state to check: # - is_compiling: Wait if true # - is_domain_reload_pending: Wait if true # - ready_for_tools: Only proceed if true # - blocking_reasons: Why tools might fail Parameter Type Conventions 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. Vectors (position, rotation, scale, color) # Both forms accepted: position=[ 1.0 , 2.0 , 3.0 ] # List position= \"[1.0, 2.0, 3.0]\" # JSON string Booleans # Both forms accepted: include_inactive= True # Boolean include_inactive= \"true\" # String Colors # Auto-detected format: color=[ 255 , 0 , 0 , 255 ] # 0-255 range color=[ 1.0 , 0.0 , 0.0 , 1.0 ] # 0.0-1.0 normalized (auto-converted) Paths # Assets-relative (default): path= \"Assets/Scripts/MyScript.cs\" # URI forms: uri= \"mcpforunity://path/Assets/Scripts/MyScript.cs\" uri= \"file:///full/path/to/file.cs\" Core Tool Categories Category Key Tools Use For Scene manage_scene , find_gameobjects Scene operations, finding objects Objects manage_gameobject , manage_components Creating/modifying GameObjects Scripts create_script , script_apply_edits , validate_script C# code management (auto-refreshes on create/edit) Assets manage_asset , manage_prefabs Asset operations. Prefab instantiation is done via manage_gameobject(action=\"create\", prefab_path=\"...\") , not manage_prefabs . Editor manage_editor , execute_menu_item , read_console Editor control, package deployment ( deploy_package / restore_package actions) Testing run_tests , get_test_job Unity Test Framework Batch batch_execute Parallel/bulk operations 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 . 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 . 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 . 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 . 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 . 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 ) 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 . Common Workflows Creating a New Script and Using It # 1. Create the script (automatically triggers import + compilation) create_script( path= \"Assets/Scripts/PlayerController.cs\" , contents= \"using UnityEngine;\\n\\npublic class PlayerController : MonoBehaviour\\n{\\n void Update() { }\\n}\" ) # 2. Wait for compilation to finish # Read mcpforunity://editor/state → wait until is_compiling == false # 3. Check for compilation errors read_console(types=[ \"error\" ], count= 10 ) # 4. Only then attach to GameObject manage_gameobject(action= \"modify\" , target= \"Player\" , components_to_add=[ \"PlayerController\" ]) Finding and Modifying GameObjects # 1. Find by name/tag/component (returns IDs only) result = find_gameobjects(search_term= \"Enemy\" , search_method= \"by_tag\" , page_size= 50 ) # 2. Get full data via resource",
    "variables": [],
    "opening_statement": "你好，我是 unity-mcp-orchestrator，Orchestrate Unity Editor via MCP (Model Context Pr...",
    "suggested_questions": [],
    "source": "DeepseekModel",
    "source_url": "https://deepseekmodel.com/skill?id=coplaydev-unity-mcp-unity-mcp-skill-skill-md"
}