build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Unload an opened scene from the Unity Editor (asynchronously via `SceneManager.UnloadSceneAsync`). Use 'scene-list-opened' to find the scene name first.
$ npx -y skills add IvanMurzak/Unity-MCP --skill scene-unload --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/scene-unloadContext preview
The summary Claude sees to decide when to auto-load this skill.
Unload an opened scene from the Unity Editor (asynchronously via `SceneManager.UnloadSceneAsync`). Use 'scene-list-opened' to find the scene name first.
name: scene-unload description: Unload an opened scene from the Unity Editor (asynchronously via `SceneManager.UnloadSceneAsync`). Use 'scene-list-opened' to find the scene name first.
Unload scene from the Opened scenes in Unity Editor. Use 'scene-list-opened' tool to get the list of all opened scenes.
Runs `SceneManager.UnloadSceneAsync` on the main thread and awaits completion. Returns an `UnloadSceneResult` containing the scene name and an `AssetObjectRef` to its asset (or `null` if the scene was not backed by an asset on disk).
unity-mcp-cli run-tool scene-unload --input '{
"name": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool scene-unload --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool scene-unload --input-file - <<'EOF' > {"param": "value"} > EOF > ```
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.
| Name | Type | Required | Description | |------|------|----------|-------------| | `name` | `string` | Yes | Name of the loaded scene. |
{
"type": "object",
"properties": {
"name": {
"type": "string"
}
},
"required": [
"name"
]
}{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.UnloadSceneResult"
}
},
"$defs": {
"AIGD.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
},
"System.Type": {
"type": "string"
},
"AIGD.UnloadSceneResult": {
"type": "object",
"properties": {
"Name": {
"type": "string",
"description": "Name of the unloaded scene."
},
"AssetObjectRef": {
"$ref": "#/$defs/AIGD.AssetObjectRef",
"description": "Reference to the unloaded scene asset."
}
}
}
},
"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
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
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.
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist.…
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
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…