proj/SKILLS/editor-selection-set/SKILL.md
Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first.
npx skillsauth add luxuia/testgame1 editor-selection-setInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first.
Execute this tool directly via the MCP Plugin HTTP API:
curl -X POST http://localhost:52605/api/tools/editor-selection-set \
-H "Content-Type: application/json" \
-d '{
"select": "string_value"
}'
curl -X POST http://localhost:52605/api/tools/editor-selection-set \
-H "Content-Type: application/json" \
-H "Authorization: Bearer YOUR_TOKEN" \
-d '{
"select": "string_value"
}'
The token is stored in the file:
UserSettings/AI-Game-Developer-Config.jsonUsing the format:"token": "YOUR_TOKEN"
| Name | Type | Required | Description |
|------|------|----------|-------------|
| select | any | Yes | |
{
"type": "object",
"properties": {
"select": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef[]"
}
},
"$defs": {
"com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is \u00270\u0027, then it will be used as \u0027null\u0027."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef[]": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef",
"description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
}
}
},
"required": [
"select"
]
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Editor_Selection\u002BSelectionData"
}
},
"$defs": {
"com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef[]": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef",
"description": "Find GameObject in opened Prefab or in the active Scene."
}
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is \u00270\u0027 and \u0027path\u0027, \u0027name\u0027, \u0027assetPath\u0027 and \u0027assetGuid\u0027 is not provided, empty or null, then it will be used as \u0027null\u0027. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample \u0027character/hand/finger/particle\u0027. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with \u0027Assets/\u0027"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"System.Type": {
"type": "string"
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef[]": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef",
"description": "Component reference. Used to find a Component at GameObject."
}
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef": {
"type": "object",
"properties": {
"index": {
"type": "integer",
"description": "Component \u0027index\u0027 attached to a gameObject. The first index is \u00270\u0027 and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
},
"typeName": {
"type": "string",
"description": "Component type full name. Sample \u0027UnityEngine.Transform\u0027. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null."
},
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is \u00270\u0027, then it will be used as \u0027null\u0027."
}
},
"required": [
"index",
"instanceID"
],
"description": "Component reference. Used to find a Component at GameObject."
},
"System.Int32[]": {
"type": "array",
"items": {
"type": "integer"
}
},
"System.String[]": {
"type": "array",
"items": {
"type": "string"
}
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is \u00270\u0027, then it will be used as \u0027null\u0027."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Editor_Selection\u002BSelectionData": {
"type": "object",
"properties": {
"GameObjects": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef[]",
"description": "Returns the actual game object selection. Includes Prefabs, non-modifiable objects."
},
"Transforms": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef[]",
"description": "Returns the top level selection, excluding Prefabs."
},
"InstanceIDs": {
"$ref": "#/$defs/System.Int32[]",
"description": "The actual unfiltered selection from the Scene returned as instance ids instead of objects."
},
"AssetGUIDs": {
"$ref": "#/$defs/System.String[]",
"description": "Returns the guids of the selected assets."
},
"ActiveGameObject": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef",
"description": "Returns the active game object. (The one shown in the inspector)."
},
"ActiveInstanceID": {
"type": "integer",
"description": "Returns the instanceID of the actual object selection. Includes Prefabs, non-modifiable objects"
},
"ActiveObject": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef",
"description": "Returns the actual object selection. Includes Prefabs, non-modifiable objects."
},
"ActiveTransform": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef",
"description": "Returns the active transform. (The one shown in the inspector)."
}
},
"required": [
"ActiveInstanceID"
]
}
},
"required": [
"result"
]
}
data-ai
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development
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tools
Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first.
tools
Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.