/scene-get-data
Retrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty). Supports token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`. Use 'scene-list-opened' to enumerate scenes.
$ npx -y skills add IvanMurzak/Unity-MCP --skill scene-get-data --agent claude-codeHow it fires
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/scene-get-data
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Retrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty). Supports token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`. Use 'scene-list-opened' to enumerate scenes.
SKILL.md
scene-get-data.SKILL.mdname: scene-get-data
description: Retrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty). Supports token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`. Use 'scene-list-opened' to enumerate scenes.
Scene / Get Data
This tool retrieves the list of root GameObjects in the specified scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
Toggles (all default `false` to keep responses small)
- `includeRootGameObjects` — include root GameObjects in the scene data.
- `includeChildrenDepth` (default 3) — depth of the hierarchy to include.
- `includeBounds` — include 3D bounds for GameObjects.
- `includeData` — include serialized component data for GameObjects.
Path-scoped reads (token-saving)
Supply `paths` to read only the listed fields/elements from the scene's root-GameObjects array via `Reflector.TryReadAt`, or `viewQuery` to navigate/filter the same array via `Reflector.View`. The result populates `Data` on the returned `SceneData`. These two parameters are mutually exclusive.
Path syntax
`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`. Leading `#/` is stripped. Example: `paths=['[0]/name']` reads the name of the first root GameObject.
How to Call
unity-mcp-cli run-tool scene-get-data --input '{
"openedSceneName": "string_value",
"includeRootGameObjects": false,
"includeChildrenDepth": 0,
"includeBounds": false,
"includeData": false,
"paths": "string_value",
"viewQuery": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool scene-get-data --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool scene-get-data --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 | |------|------|----------|-------------| | `openedSceneName` | `string` | No | Name of the opened scene. If empty or null, the active scene will be used. | | `includeRootGameObjects` | `boolean` | No | If true, includes root GameObjects in the scene data. | | `includeChildrenDepth` | `integer` | No | Determines the depth of the hierarchy to include. | | `includeBounds` | `boolean` | No | If true, includes bounding box information for GameObjects. | | `includeData` | `boolean` | No | If true, includes component data for GameObjects. | | `paths` | `any` | No | Optional. List of paths to read individually via Reflector.TryReadAt against the scene's root-GameObjects array. Path syntax: 'fieldName', '[i]/field', '[i]/component/[j]/property'. Mutually exclusive with 'viewQuery'. | | `viewQuery` | `any` | No | Optional. View-query filter routed through Reflector.View on the scene's root-GameObjects array. Mutually exclusive with 'paths'. |
Input JSON Schema
{
"type": "object",
"properties": {
"openedSceneName": {
"type": "string"
},
"includeRootGameObjects": {
"type": "boolean"
},
"includeChildrenDepth": {
"type": "integer"
},
"includeBounds": {
"type": "boolean"
},
"includeData": {
"type": "boolean"
},
"paths": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)"
},
"viewQuery": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.ViewQuery"
}
},
"$defs": {
"System.Collections.Generic.List(System.String)": {
"type": "array",
"items": {
"type": "string"
}
},
"System.Type": {
"type": "string"
},
"com.IvanMurzak.ReflectorNet.Model.ViewQuery": {
"type": "object",
"properties": {
"Path": {
"type": "string",
"description": "Navigate to this path first, then serialize only that subtree. Path segments are separated by '/'. Use '[i]' for array/list index (e.g. 'users/[2]/name') and '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Examples: 'admin/name', 'users/[0]/email', 'config/[timeout]'. Leave null to start from the root object."
},
"NamePattern": {
"type": "string",
"description": "Case-insensitive .NET regex pattern matched against field and property names. Only branches containing at least one match are kept in the result tree. Examples: 'orbitRadius' (exact name), 'orbit.*' (prefix match), 'radius|speed' (either name). When nothing matches, the root envelope is returned with empty fields/props. Leave null to return all fields and properties without filtering."
},
"MaxDepth": {
"type": "integer",
"description": "Maximum nesting depth of the returned serialized tree. 0 = root type name and value only — no nested fields or properties. 1 = one level of fields/props visible, their children stripped. 2 = two levels visible, and so on. Leave null (default) for unlimited depth."
},
"TypeFilter": {
"$ref": "#/$defs/System.Type",
"description": "When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type."
}
}
}
}
}Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.SceneData",
"description": "Scene reference. Used to find a Scene."
}
},
"$defs": {
"System.Collections.Generic.List(AIGD.GameObjectData)": {
"type": "array",Read more
name: scene-get-data description: Retrieve the list of root GameObjects in the specified opened scene (or the active scene when `openedSceneName` is empty). Supports token-saving path-scoped reads over the root-GameObjects array via `paths` or `viewQuery`. Use 'scene-list-opened' to enumerate scenes.
Scene / Get Data
This tool retrieves the list of root GameObjects in the specified scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
Toggles (all default `false` to keep responses small)
- `includeRootGameObjects` — include root GameObjects in the scene data.
- `includeChildrenDepth` (default 3) — depth of the hierarchy to include.
- `includeBounds` — include 3D bounds for GameObjects.
- `includeData` — include serialized component data for GameObjects.
Path-scoped reads (token-saving)
Supply `paths` to read only the listed fields/elements from the scene's root-GameObjects array via `Reflector.TryReadAt`, or `viewQuery` to navigate/filter the same array via `Reflector.View`. The result populates `Data` on the returned `SceneData`. These two parameters are mutually exclusive.
Path syntax
`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`. Leading `#/` is stripped. Example: `paths=['[0]/name']` reads the name of the first root GameObject.
How to Call
unity-mcp-cli run-tool scene-get-data --input '{
"openedSceneName": "string_value",
"includeRootGameObjects": false,
"includeChildrenDepth": 0,
"includeBounds": false,
"includeData": false,
"paths": "string_value",
"viewQuery": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool scene-get-data --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool scene-get-data --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 | |------|------|----------|-------------| | `openedSceneName` | `string` | No | Name of the opened scene. If empty or null, the active scene will be used. | | `includeRootGameObjects` | `boolean` | No | If true, includes root GameObjects in the scene data. | | `includeChildrenDepth` | `integer` | No | Determines the depth of the hierarchy to include. | | `includeBounds` | `boolean` | No | If true, includes bounding box information for GameObjects. | | `includeData` | `boolean` | No | If true, includes component data for GameObjects. | | `paths` | `any` | No | Optional. List of paths to read individually via Reflector.TryReadAt against the scene's root-GameObjects array. Path syntax: 'fieldName', '[i]/field', '[i]/component/[j]/property'. Mutually exclusive with 'viewQuery'. | | `viewQuery` | `any` | No | Optional. View-query filter routed through Reflector.View on the scene's root-GameObjects array. Mutually exclusive with 'paths'. |
Input JSON Schema
{
"type": "object",
"properties": {
"openedSceneName": {
"type": "string"
},
"includeRootGameObjects": {
"type": "boolean"
},
"includeChildrenDepth": {
"type": "integer"
},
"includeBounds": {
"type": "boolean"
},
"includeData": {
"type": "boolean"
},
"paths": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)"
},
"viewQuery": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.ViewQuery"
}
},
"$defs": {
"System.Collections.Generic.List(System.String)": {
"type": "array",
"items": {
"type": "string"
}
},
"System.Type": {
"type": "string"
},
"com.IvanMurzak.ReflectorNet.Model.ViewQuery": {
"type": "object",
"properties": {
"Path": {
"type": "string",
"description": "Navigate to this path first, then serialize only that subtree. Path segments are separated by '/'. Use '[i]' for array/list index (e.g. 'users/[2]/name') and '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Examples: 'admin/name', 'users/[0]/email', 'config/[timeout]'. Leave null to start from the root object."
},
"NamePattern": {
"type": "string",
"description": "Case-insensitive .NET regex pattern matched against field and property names. Only branches containing at least one match are kept in the result tree. Examples: 'orbitRadius' (exact name), 'orbit.*' (prefix match), 'radius|speed' (either name). When nothing matches, the root envelope is returned with empty fields/props. Leave null to return all fields and properties without filtering."
},
"MaxDepth": {
"type": "integer",
"description": "Maximum nesting depth of the returned serialized tree. 0 = root type name and value only — no nested fields or properties. 1 = one level of fields/props visible, their children stripped. 2 = two levels visible, and so on. Leave null (default) for unlimited depth."
},
"TypeFilter": {
"$ref": "#/$defs/System.Type",
"description": "When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type."
}
}
}
}
}Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.SceneData",
"description": "Scene reference. Used to find a Scene."
}
},
"$defs": {
"System.Collections.Generic.List(AIGD.GameObjectData)": {
"type": "array",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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