/scene-create
Create a new Unity scene asset and save it at the given `.unity` path. Use 'scene-list-opened' to inspect the resulting opened-scene set afterwards.
$ npx -y skills add IvanMurzak/Unity-MCP --skill scene-create --agent claude-codeHow 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
/scene-create
Context preview
The summary Claude sees to decide when to auto-load this skill.
Create a new Unity scene asset and save it at the given `.unity` path. Use 'scene-list-opened' to inspect the resulting opened-scene set afterwards.
SKILL.md
scene-create.SKILL.mdname: scene-create
description: Create a new Unity scene asset and save it at the given `.unity` path. Use 'scene-list-opened' to inspect the resulting opened-scene set afterwards.
Scene / Create
Create new scene in the project assets. Use 'scene-list-opened' tool to list all opened scenes after creation.
Inputs
- `path` — must end with `.unity`. Non-empty.
- `newSceneSetup` (default `DefaultGameObjects`) — Unity's `NewSceneSetup` flag (`EmptyScene` or `DefaultGameObjects`).
- `newSceneMode` (default `Single`) — `Single` closes other scenes, `Additive` keeps them open.
Behavior
Calls `EditorSceneManager.NewScene` + `SaveScene(path)` on the main thread, repaints editor windows, and returns a `SceneDataShallow` for the newly created scene.
How to Call
unity-mcp-cli run-tool scene-create --input '{
"path": "string_value",
"newSceneSetup": "string_value",
"newSceneMode": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool scene-create --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool scene-create --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 | |------|------|----------|-------------| | `path` | `string` | Yes | Path to the scene file. Should end with ".unity" extension. | | `newSceneSetup` | `any` | No | | | `newSceneMode` | `any` | No | |
Input JSON Schema
{
"type": "object",
"properties": {
"path": {
"type": "string"
},
"newSceneSetup": {
"$ref": "#/$defs/UnityEditor.SceneManagement.NewSceneSetup"
},
"newSceneMode": {
"$ref": "#/$defs/UnityEditor.SceneManagement.NewSceneMode"
}
},
"$defs": {
"UnityEditor.SceneManagement.NewSceneSetup": {
"type": "string",
"enum": [
"EmptyScene",
"DefaultGameObjects"
]
},
"UnityEditor.SceneManagement.NewSceneMode": {
"type": "string",
"enum": [
"Single",
"Additive"
]
}
},
"required": [
"path"
]
}Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.SceneDataShallow",
"description": "Scene reference. Used to find a Scene."
}
},
"$defs": {
"AIGD.SceneDataShallow": {
"type": "object",
"properties": {
"Name": {
"type": "string"
},
"IsLoaded": {
"type": "boolean"
},
"IsDirty": {
"type": "boolean"
},
"IsSubScene": {
"type": "boolean"
},
"IsValidScene": {
"type": "boolean",
"description": "Whether this is a valid Scene. A Scene may be invalid if, for example, you tried to open a Scene that does not exist. In this case, the Scene returned from EditorSceneManager.OpenScene would return False for IsValid."
},
"RootCount": {
"type": "integer"
},
"path": {
"type": "string",
"description": "Path to the Scene within the project. Starts with 'Assets/'"
},
"buildIndex": {
"type": "integer",
"description": "Build index of the Scene in the Build Settings."
},
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"IsLoaded",
"IsDirty",
"IsSubScene",
"IsValidScene",
"RootCount",
"buildIndex",
"instanceID"
],
"description": "Scene reference. Used to find a Scene."
}
},
"required": [
"result"
]
}Read more
name: scene-create description: Create a new Unity scene asset and save it at the given `.unity` path. Use 'scene-list-opened' to inspect the resulting opened-scene set afterwards.
Scene / Create
Create new scene in the project assets. Use 'scene-list-opened' tool to list all opened scenes after creation.
Inputs
- `path` — must end with `.unity`. Non-empty.
- `newSceneSetup` (default `DefaultGameObjects`) — Unity's `NewSceneSetup` flag (`EmptyScene` or `DefaultGameObjects`).
- `newSceneMode` (default `Single`) — `Single` closes other scenes, `Additive` keeps them open.
Behavior
Calls `EditorSceneManager.NewScene` + `SaveScene(path)` on the main thread, repaints editor windows, and returns a `SceneDataShallow` for the newly created scene.
How to Call
unity-mcp-cli run-tool scene-create --input '{
"path": "string_value",
"newSceneSetup": "string_value",
"newSceneMode": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool scene-create --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool scene-create --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 | |------|------|----------|-------------| | `path` | `string` | Yes | Path to the scene file. Should end with ".unity" extension. | | `newSceneSetup` | `any` | No | | | `newSceneMode` | `any` | No | |
Input JSON Schema
{
"type": "object",
"properties": {
"path": {
"type": "string"
},
"newSceneSetup": {
"$ref": "#/$defs/UnityEditor.SceneManagement.NewSceneSetup"
},
"newSceneMode": {
"$ref": "#/$defs/UnityEditor.SceneManagement.NewSceneMode"
}
},
"$defs": {
"UnityEditor.SceneManagement.NewSceneSetup": {
"type": "string",
"enum": [
"EmptyScene",
"DefaultGameObjects"
]
},
"UnityEditor.SceneManagement.NewSceneMode": {
"type": "string",
"enum": [
"Single",
"Additive"
]
}
},
"required": [
"path"
]
}Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.SceneDataShallow",
"description": "Scene reference. Used to find a Scene."
}
},
"$defs": {
"AIGD.SceneDataShallow": {
"type": "object",
"properties": {
"Name": {
"type": "string"
},
"IsLoaded": {
"type": "boolean"
},
"IsDirty": {
"type": "boolean"
},
"IsSubScene": {
"type": "boolean"
},
"IsValidScene": {
"type": "boolean",
"description": "Whether this is a valid Scene. A Scene may be invalid if, for example, you tried to open a Scene that does not exist. In this case, the Scene returned from EditorSceneManager.OpenScene would return False for IsValid."
},
"RootCount": {
"type": "integer"
},
"path": {
"type": "string",
"description": "Path to the Scene within the project. Starts with 'Assets/'"
},
"buildIndex": {
"type": "integer",
"description": "Build index of the Scene in the Build Settings."
},
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"IsLoaded",
"IsDirty",
"IsSubScene",
"IsValidScene",
"RootCount",
"buildIndex",
"instanceID"
],
"description": "Scene reference. Used to find a Scene."
}
},
"required": [
"result"
]
}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
Repo: IvanMurzak/Unity-MCP
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Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.
Open skill

