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/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.

From plugin
ivanmurzak-unity-mcp
3.8k80 skills
Install
$ npx -y skills add IvanMurzak/Unity-MCP --skill scene-create --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/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.md
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"
  ]
}
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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