SuperAPI AI Directory

unity-scene

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Updated 10-15 17:25

About this skill

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Opening or saving scenes
  • Loading additively
  • Switching active scene
  • Querying scene contents
  • Open or save scenes, overlay loading, switch the active scene, query scene contents
Unity Scene Skills

Control Unity scenes - the containers that hold all your GameObjects.

Operating Mode

  • Approval: This module is Mixed —— scene_get_info / scene_get_hierarchy / scene_get_loaded / scene_find_objects marked SkillMode.SemiAuto, can be executed directly;scene_screenshot / scene_unload / scene_set_active no Mode field is set (defaults to FullAuto), in Approval mode grant is required.
  • Auto / Bypass: FullAuto executes directly.
  • Contains NeverInSemi high-risk skills:scene_create / scene_load / scene_save(marked RiskLevel="high", because switching/overwriting the entire scene file has an extremely large impact scope). Under Approval/Auto these return MODE_FORBIDDEN, and can only be called when Bypass or Allowlist matches.

DO NOT (common hallucinations):

  • scene_delete / scene_rename do not exist → delete scene files via asset_delete, rename via asset_move
  • scene_list does not exist → use scene_get_loaded (loaded scenes) or asset_find with t:Scene (all scene assets)
  • scene_find_objects is a simple name/tag/component filter; for regex/layer/path search use gameobject_find (SkillMode.SemiAuto, read-only, can be called directly in any mode)

Routing:

  • For detailed hierarchy tree → use perception module's hierarchy_describe
  • For scene statistics → use perception module's scene_summarize
  • For screenshot → scene_screenshot (this module) captures the Game View final composited image (all cameras + UI; in Play mode this is the live runtime frame); camera_screenshot (camera module, SkillMode.FullAuto) renders a single Game Camera off-screen

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: {sceneName, scenePath, isDirty, rootObjectCount, rootObjects: [{name, entityId, instanceId, childCount}]} — root entries carry childCount, so you can tell which roots are worth descending into before paying for a hierarchy call.

scene_get_hierarchy

Get the scene hierarchy tree, depth-limited.

Parameter Type Required Default Description
maxDepth int No 3 Maximum hierarchy depth to expand

Returns: {sceneName, hierarchy: [node, ...]} where each node is {name, scene, entityId, instanceId, components: [type, ...], childCount, children}. scene is the node's owning scene name.

DontDestroyOnLoad: in Play mode, roots of the DontDestroyOnLoad pseudo-scene are appended after the active-scene nodes, marked with scene: "DontDestroyOnLoad". scene_get_loaded also lists it as {name: "DontDestroyOnLoad", isPseudoScene: true} when it has roots. These objects are found by gameobject_find like any other; the scene itself cannot be unloaded or activated.

childCount vs children — how to tell a leaf from a truncation. childCount is always the node's real number of children, independent of maxDepth; children is null once the depth limit is reached. So:

childCount children Meaning
0 null Genuine leaf — nothing below it.
> 0 null Clipped by maxDepth — there are children you have not been shown.
> 0 array Fully expanded at this level.

Never read children: null as "empty". When you see childCount > 0 with children: null and you need what is below it, re-call with a larger maxDepth — the default is only 3, so deep hierarchies are truncated by default — or query that subtree directly (gameobject_find, hierarchy_describe in the perception module).

scene_screenshot

Capture a screenshot of the Game View — the final composited frame of all cameras + UI. In Play mode this is the live runtime image, not the Scene/editor view. For a single Game Camera's render use camera_screenshot instead.

Parameter Type Required Default Description
filename string No "screenshot.png" Bare filename only (no path separators); saved under Assets/Screenshots/
width int No 1920 Image width
height int No 1080 Image height
returnImage bool No false Also return a PNG as base64 in the response (imageBase64), for clients without filesystem access
maxDimension int No 1280 Only used when returnImage=true; downscales the returned image (not the saved file) so its longer edge is ≤ this value. Clamped to 256–4096

Returns: {success, path, width, height, isPlaying, note}. isPlaying indicates whether the frame is a live runtime image (Play mode) or a static Edit-mode frame. Adds {imageBase64, imageWidth, imageHeight, imageBytes} when returnImage=true. If the base64 payload would exceed 8MB, the skill returns an error asking for a smaller maxDimension — the file at path is still saved.

Async: ScreenCapture.CaptureScreenshot writes the PNG ~1 frame later. If reading path immediately fails, wait ~200ms and retry. returnImage does not read that file back — since it isn't written yet — it instead does a separate synchronous capture of the Game View's current backbuffer (ScreenCapture.CaptureScreenshotAsTexture), so the returned image may be a moment older than the file eventually written to path.

returnImage usage tip: a local agent that can read files (e.g. Claude Code against a local Unity Editor) should generally omit returnImage and just read the PNG at path once it's written — it's cheaper on tokens. Use returnImage=true for remote/MCP clients that have no filesystem access to the Unity project.

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; a tag not defined in Tags & Layers is rejected
componentType string No - Filter by component type name; an unknown type is rejected
limit int No 50 Max results to return

Returns: {success, count, objects: [{name, path, instanceId, active, tag}]}


Example Usage

import unity_skills

# Create a new scene
unity_skills.call_skill("scene_create", scenePath="Assets/Scenes/Level1.unity")

# Load an existing scene
unity_skills.call_skill("scene_load", scenePath="Assets/Scenes/MainMenu.unity")

# Load scene additively (multi-scene)
unity_skills.call_skill("scene_load", scenePath="Assets/Scenes/UI.unity", additive=True)

# Get current scene info
info = unity_skills.call_skill("scene_get_info")
print(f"Scene: {info['name']}, Objects: {info['rootObjectCount']}")

# Get full hierarchy (useful for understanding scene structure)
hierarchy = unity_skills.call_skill("scene_get_hierarchy", maxDepth=5)

# Save scene
unity_skills.call_skill("scene_save")

# Take screenshot
unity_skills.call_skill("scene_screenshot", filename="preview.png", width=1920, height=1080)

Best Practices

  1. Always save before loading a new scene
  2. Use additive loading for UI overlays
  3. Keep scene hierarchy organized with empty parent objects
  4. Use scene_get_info to verify scene state
  5. Screenshots are saved under Assets/Screenshots/ (filename is a bare name; any path separators are stripped)

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Common Errors

Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md

Error Trigger Fix
TARGET_NOT_FOUND The requested scene is not found or not currently loaded (e.g., Scene not found, Scene is not loaded). Verify the scene path with asset_find or list loaded scenes with scene_get_loaded, then retry.
MISSING_PARAM A required parameter is missing, such as scenePath for scene_create, or the current scene has no save path. Provide scenePath or save the scene once before the operation.
SEMANTIC_INVALID An invalid tag or component type was passed to scene_find_objects. Use a valid tag or component type name, and consider gameobject_find for more complex filters.
SKILL_ERROR A state constraint blocked the operation, such as attempting to unload the only loaded scene. Adjust the request to a valid editor state (e.g., keep at least one scene loaded).