unity-scene
Skill7 starsChanged 7 months agoMITView on GitHub
Use when users want to create, load, save scenes, or get scene hierarchy.
In this repository34 other files it gives its agents.
- unity-mcp-skillsSkill
- unity-animatorSkill
- unity-assetSkill
- unity-cameraSkill
- unity-cinemachineSkill
- unity-cleanerSkill
- unity-componentSkill
- unity-consoleSkill
- unity-editorSkill
- unity-eventSkill
- unity-gameobjectSkill
- unity-importerSkill
- unity-lightSkill
- unity-materialSkill
- unity-navmeshSkill
- unity-optimizationSkill
- unity-packageSkill
- unity-perceptionSkill
- unity-physicsSkill
- unity-prefabSkill
- unity-probuilderSkill
- unity-projectSkill
- unity-scriptableobjectSkill
- unity-scriptSkill
- unity-shaderSkill
- unity-smartSkill
- unity-terrainSkill
- unity-testSkill
- unity-timelineSkill
- unity-toolingSkill
- unity-uiSkill
- unity-uitoolkitSkill
- unity-validationSkill
- unity-xrSkill
The file
We split this skill into the rules it gives an agent
6 rules. About 0 are common, 5 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈5
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 45
Create a new scene.
- Distinctive: line 113
Search GameObjects by name pattern, tag, or component type.
- Distinctive: line 130
Always save before loading a new scene
- Distinctive: line 131
Use additive loading for UI overlays
- Distinctive: line 132
Keep scene hierarchy organized with empty parent objects
- Very specific: line 133
Use scene_get_info to verify scene state
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Unity Scene Skills
Overview
Control Unity scenes - the containers that hold all your GameObjects.
Common Mistakes
DO NOT (common hallucinations):
scene_delete/scene_renamedo not exist → delete scene files viaasset_delete, rename viaasset_movescene_listdoes not exist → usescene_get_loaded(loaded scenes) orasset_findwitht:Scene(all scene assets)scene_find_objectsis a simple name/tag/component filter; for regex/layer/path search usegameobject_find(Full-Auto)
Routing:
- For detailed hierarchy tree → use
perceptionmodule'shierarchy_describe - For scene statistics → use
perceptionmodule'sscene_summarize - For screenshot →
scene_screenshot(this module) uses the Scene View; for a Game Camera capture use the nativeUnity_Camera_Capturetool
Skills Overview
| Skill | Description |
scene_create | Create a new scene |
scene_load | Load a scene |
scene_save | Save current scene |
scene_get_info | Get scene information |
scene_get_hierarchy | Get hierarchy tree |
scene_screenshot | Capture screenshot |
scene_get_loaded | Get all loaded scenes |
scene_unload | Unload an additive scene |
scene_set_active | Set active scene |
scene_find_objects | Search objects by name/tag/component |
Skills
scene_create
Create a new scene.
| Parameter | Type | Required | Description |
scenePath | string | Yes | Path for new scene (e.g., "Assets/Scenes/MyScene.unity") |
scene_load
Load a scene.
| Parameter | Type | Required | Default | Description |
scenePath | string | Yes | - | Scene asset path |
additive | bool | No | false | Load additively (keep current scene) |
scene_save
Save the current scene.
| Parameter | Type | Required | Description |
scenePath | string | No | Save path (null = save current) |
scene_get_info
Get current scene information.
No parameters.
Returns: {success, name, path, isDirty, rootObjectCount, rootObjects: [name]}
scene_get_hierarchy
Get full scene hierarchy tree.
| Parameter | Type | Required | Default | Description |
maxDepth | int | No | 10 | Maximum hierarchy depth |
Returns: {success, hierarchy: [{name, instanceId, children: [...]}]}
scene_screenshot
Capture a screenshot.
| Parameter | Type | Required | Default | Description |
filename | string | No | "screenshot.png" | Output filename |
width | int | No | 1920 | Image width |
height | int | No | 1080 | Image height |
scene_get_loaded
Get list of all currently loaded scenes.
No parameters.
Returns: {success, scenes: [{name, path, isActive, isDirty}]}
scene_unload
Unload a loaded scene (additive).
| Parameter | Type | Required | Description |
sceneName | string | Yes | Scene name to unload |
scene_set_active
Set the active scene (for multi-scene editing).
| Parameter | Type | Required | Description |
sceneName | string | Yes | Scene name to set active |
scene_find_objects
Search GameObjects by name pattern, tag, or component type. For advanced search (regex, layer, path) use gameobject_find.
| Parameter | Type | Required | Default | Description |
namePattern | string | No | - | Name substring to match (case-insensitive) |
tag | string | No | - | Filter by tag |
componentType | string | No | - | Filter by component type name |
limit | int | No | 50 | Max results to return |
Returns: {success, count, objects: [{name, path, instanceId, active, tag}]}
Recipe path rule: ../../recipes/scene/<command>.md
Best Practices
- Always save before loading a new scene
- Use additive loading for UI overlays
- Keep scene hierarchy organized with empty parent objects
- Use
scene_get_infoto verify scene state - Screenshots are saved to project root by default
Does it work?
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Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

