/scene-save
Save an opened scene back to its asset file (or to a new path when `path` is provided). When `openedSceneName` is empty, saves the currently active scene. Use 'scene-list-opened' to find the scene name first.
$ npx -y skills add IvanMurzak/Unity-MCP --skill scene-save --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-save
Context preview
The summary Claude sees to decide when to auto-load this skill.
Save an opened scene back to its asset file (or to a new path when `path` is provided). When `openedSceneName` is empty, saves the currently active scene. Use 'scene-list-opened' to find the scene name first.
SKILL.md
scene-save.SKILL.mdname: scene-save
description: Save an opened scene back to its asset file (or to a new path when `path` is provided). When `openedSceneName` is empty, saves the currently active scene. Use 'scene-list-opened' to find the scene name first.
Scene / Save
Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes.
Inputs
- `openedSceneName` (optional) — name of an opened scene to save. Empty/null = active scene.
- `path` (optional) — destination `.unity` path. Empty/null = save back to the scene's existing path.
Validation
Throws if the scene cannot be resolved, has no existing path AND no override path was supplied, or the supplied path does not end with `.unity`. On `EditorSceneManager.SaveScene` failure, surfaces an error with the current opened-scenes list for diagnosis.
How to Call
unity-mcp-cli run-tool scene-save --input '{
"openedSceneName": "string_value",
"path": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool scene-save --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool scene-save --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 that should be saved. Could be empty if need to save the current active scene. | | `path` | `string` | No | Path to the scene file. Should end with ".unity". If null or empty save to the existed scene asset file. |
Input JSON Schema
{
"type": "object",
"properties": {
"openedSceneName": {
"type": "string"
},
"path": {
"type": "string"
}
}
}Output
This tool does not return structured output.
Read more
name: scene-save description: Save an opened scene back to its asset file (or to a new path when `path` is provided). When `openedSceneName` is empty, saves the currently active scene. Use 'scene-list-opened' to find the scene name first.
Scene / Save
Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes.
Inputs
- `openedSceneName` (optional) — name of an opened scene to save. Empty/null = active scene.
- `path` (optional) — destination `.unity` path. Empty/null = save back to the scene's existing path.
Validation
Throws if the scene cannot be resolved, has no existing path AND no override path was supplied, or the supplied path does not end with `.unity`. On `EditorSceneManager.SaveScene` failure, surfaces an error with the current opened-scenes list for diagnosis.
How to Call
unity-mcp-cli run-tool scene-save --input '{
"openedSceneName": "string_value",
"path": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool scene-save --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool scene-save --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 that should be saved. Could be empty if need to save the current active scene. | | `path` | `string` | No | Path to the scene file. Should end with ".unity". If null or empty save to the existed scene asset file. |
Input JSON Schema
{
"type": "object",
"properties": {
"openedSceneName": {
"type": "string"
},
"path": {
"type": "string"
}
}
}Output
This tool does not return structured output.
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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Open skill - /github-pr-review-fix
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Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
Open skill - /assets-create-folder
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Open skill - /assets-delete
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Open skill - /assets-find-built-in
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

