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/editor-selection-set

Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.

From plugin
ivanmurzak-unity-mcp
3.8k80 skills
Install
$ npx -y skills add IvanMurzak/Unity-MCP --skill editor-selection-set --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/editor-selection-set

Context preview

The summary Claude sees to decide when to auto-load this skill.

Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.

SKILL.md

editor-selection-set.SKILL.md
name: editor-selection-set
description: Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.

Editor / Selection / Set

Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first.

Inputs

  • `select` — array of `ObjectRef`. Every entry MUST resolve via `FindObject()`; otherwise the tool throws before touching `Selection.objects`.

Behavior

Assigns the resolved array to `Selection.objects`, then calls `UnityEditorInternal.InternalEditorUtility.RepaintAllViews()` so Hierarchy/Inspector reflect the change. Returns the post-change `SelectionData` snapshot.

How to Call

unity-mcp-cli run-tool editor-selection-set --input '{
  "select": "string_value"
}'

> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool editor-selection-set --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool editor-selection-set --input-file - <<'EOF' > {"param": "value"} > EOF > ```

Troubleshooting

If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead. Read the /unity-initial-setup skill for detailed installation instructions.

Input

| Name | Type | Required | Description | |------|------|----------|-------------| | `select` | `any` | Yes | |

Input JSON Schema

{
  "type": "object",
  "properties": {
    "select": {
      "$ref": "#/$defs/AIGD.ObjectRef-1"
    }
  },
  "$defs": {
    "AIGD.ObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
    },
    "AIGD.ObjectRef-1": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.ObjectRef",
        "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
      }
    }
  },
  "required": [
    "select"
  ]
}

Output

Output JSON Schema

{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/AIGD.SelectionData"
    }
  },
  "$defs": {
    "AIGD.GameObjectRef-1": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.GameObjectRef",
        "description": "Find GameObject in opened Prefab or in the active Scene."
      }
    },
    "AIGD.GameObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
        },
        "path": {
          "type": "string",
          "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
        },
        "name": {
          "type": "string",
          "description": "Name of a GameObject in hierarchy. Priority: 3."
        },
        "assetType": {
          "$ref": "#/$defs/System.Type",
          "description": "Type of the asset."
        },
        "assetPath": {
          "type": "string",
          "description": "Path to the asset within the project. Starts with 'Assets/'"
        },
        "assetGuid": {
          "type": "string",
          "description": "Unique identifier for the asset."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Find GameObject in opened Prefab or in the active Scene."
    },
    "System.Type": {
      "type": "string"
    },
    "AIGD.ComponentRef-1": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.ComponentRef",
        "description": "Component reference. Used to find a Component at GameObject."
      }
    },
    "AIGD.ComponentRef": {
      "type": "object",
      "properties": {
        "index": {
          "type": "integer",
          "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
        },
        "typeName": {
          "type": "string",
          "description": "Component type full name. Sample 'UnityEngine.Transform'. 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 '0', then it will be used as 'null'."
        }
      },
      "required": [
        "index",
        "instanceID"
      ],
      "description": "Component reference. Used to find a Component at GameObject."
    },
    "System.Int32-1": {
      "type": "array",
      "items": {
        "type": "integer"
      }
    },
    "System.String-1": {
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "AIGD.ObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
    },
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Get up and running in three steps: Install plugin — download the .unitypackage installer or run openupm add com.ivanmurzak.unity.mcp Alternative: npx unity-mcp-cli install-plugin ./MyUnityProject — see CLI documentation Pick an AI agent — Claude Code, Claude

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Repo: IvanMurzak/Unity-MCP