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/rql-mutate

Change the live Unity scene with RQL set/call: bulk edits in one all-or-nothing, undoable call, saved to disk; dry_run previews.

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From plugin
ivanmurzak-unity-mcp
4.5k25 skills
Install
$ npx -y skills add IvanMurzak/Unity-MCP --skill rql-mutate --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/rql-mutate

Context preview

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

Change the live Unity scene with RQL set/call: bulk edits in one all-or-nothing, undoable call, saved to disk; dry_run previews.

SKILL.md

rql-mutate.SKILL.md
name: rql-mutate
description: "Change the live Unity scene with RQL set/call: bulk edits in one all-or-nothing, undoable call, saved to disk; dry_run previews."
metadata:
  generated-by: mcp-plugin-dotnet

RQL / Mutate

Change the live Unity Editor scene with an RQL query whose last stage is set or call. All-or-nothing: every target and value is checked before anything is written; a failure changes nothing. Undoable in the Editor (Ctrl+Z). Changed assets, scenes and the open prefab are saved to disk automatically; an untitled scene needs SaveAs(path). dry_run=true returns the receipt ($ref, member, old, new) without changing anything. Do exactly the change requested; a read-only member fails with readonly-member instead of being approximated. set path = expr, ... assign members (paths may go through structs: set transform.position.y = transform.position.y + 1) call Method(args) invoke a method the tools expose Examples: objects | where name == "Player" | set transform.position = "(0, 1, 0)" objects | get components | where $ is Light | set intensity = intensity * 2, color = "#ffcc88" objects | where tag == "Enemy" | set active = false unity.asset("Assets/Mats/Red.mat") | set properties["_Color"] = "(1, 0, 0, 1)" objects | where name == "Spawner" | set targets = append(targets, ref("GameObject#1234")) Create / add / remove (call; the receipt's result column holds the new object's $ref for follow-up queries): editor | call CreateGameObject("Props") new root GameObject editor | call CreateGameObject("Crate", ref("GameObject#1234"), "Cube") child of a parent, optional primitive objects | where name == "Crate" | call AddComponent("Rigidbody") add a component by type name objects | where name == "Old" | call Destroy() remove a GameObject (components: get components | where $ is X | call Destroy()) objects | where name == "Lamp" | set transform.parent = ref("GameObject#1234") reparent (keeps the world position) objects | where name == "Crate" | call Duplicate() copy next to it (returns the copy) Scenes, prefabs, assets, Editor state: editor | call OpenScene("Assets/Scenes/Level.unity") editor | call NewScene("Assets/Scenes/New.unity") scenes | where path == "" | call SaveAs("Assets/Scenes/New.unity") scenes | where name == "Level" | call SetActive() editor | call InstantiatePrefab("Assets/Prefabs/Enemy.prefab", ref("GameObject#1234"), "(0, 0, 5)") objects | where name == "Crate" | call SaveAsPrefab("Assets/Prefabs/Crate.prefab") editor | call OpenPrefab("Assets/Prefabs/Enemy.prefab") then prefab | recurse children | … then editor | call ClosePrefab() editor | call CreateMaterial("Assets/Mats/Glow.mat") editor | call MoveAsset("Assets/A.mat", "Assets/Mats/A.mat") editor | set selection = [ref("GameObject#1234")] editor | set isPlaying = true profiler | call Start() profiler | call Save("Logs/profile.json") (read: profiler | select memory frame) Object literals build values: set settings = {speed: 2, "$type": "FastSettings"}. At most 20 targets per call.

Query part: the RQL of rql-query (full guide and the sources in its description); unity.assets("t:Material"), unity.asset(path), unity.find("Name"), ref("Light#1234"). Stages: where, select, sort, first N, get <path>, recurse children. Operators: == != < > and or not, contains, starts-with, $ is Light. Paths a.b.c, list[0], map["key"]. Vectors/colors as "(1, 2, 3)" or "#ff8800"; enums as strings.

How to Call

unity-mcp-cli run-tool rql-mutate --input '{
  "query": "string_value",
  "dry_run": false
}'

> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool rql-mutate --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool rql-mutate --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 | |------|------|----------|-------------| | `query` | `string` | Yes | RQL query ending with a set or call stage, e.g. objects | where name == "Player" | set active = false | | `dry_run` | `boolean` | No | true = preview the receipt without changing anything |

Input JSON Schema

{
  "type": "object",
  "properties": {
    "query": {
      "type": "string"
    },
    "dry_run": {
      "type": "boolean"
    }
  },
  "required": [
    "query"
  ]
}

Output

This tool does not return structured output.

Read more
Ships withivanmurzak-unity-mcp

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

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