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**Why:** Unity must compile scripts before they're usable. Compilation errors block all tool execution.
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**Why:** Unity must compile scripts before they're usable. `create_script` and `script_apply_edits` already trigger import and compilation automatically — calling `refresh_unity` afterward is redundant.
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### 2. Use `batch_execute` for Multiple Operations
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@@ -55,44 +61,61 @@ batch_execute(
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**Max 25 commands per batch by default (configurable in Unity MCP Tools window, max 100).** Use `fail_fast=True` for dependent operations.
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**Tip:** Also use `batch_execute` for discovery — batch multiple `find_gameobjects` calls instead of calling them one at a time:
|**Scripts**|`create_script`, `script_apply_edits`, `validate_script`| C# code management (auto-refreshes on create/edit)|
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|**Assets**|`manage_asset`, `manage_prefabs`| Asset operations. **Prefab instantiation** is done via `manage_gameobject(action="create", prefab_path="...")`, not `manage_prefabs`.|
|**Camera**|`manage_camera`| Camera management (Unity Camera + Cinemachine). **Tier 1** (always available): create, target, lens, priority, list, screenshot. **Tier 2** (requires `com.unity.cinemachine`): brain, body/aim/noise pipeline, extensions, blending, force/release. 7 presets: follow, third_person, freelook, dolly, static, top_down, side_scroller. Resource: `mcpforunity://scene/cameras`. Use `ping` to check Cinemachine availability. See [tools-reference.md](references/tools-reference.md#camera-tools). |
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|**Graphics**|`manage_graphics`| Rendering and post-processing management. 33 actions across 5 groups: **Volume** (create/configure volumes and effects, URP/HDRP), **Bake** (lightmaps, light probes, reflection probes, Edit mode only), **Stats** (draw calls, batches, memory), **Pipeline** (quality levels, pipeline settings), **Features** (URP renderer features: add, remove, toggle, reorder). Resources: `mcpforunity://scene/volumes`, `mcpforunity://rendering/stats`, `mcpforunity://pipeline/renderer-features`. Use `ping` to check pipeline status. See [tools-reference.md](references/tools-reference.md#graphics-tools). |
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|**Packages**|`query_packages` (read-only), `manage_packages`(mutating) | Install, remove, search, and manage Unity packages and scoped registries. `query_packages`: list installed, search registry, get info, ping, poll status. `manage_packages`: add/remove packages, embed for editing, add/remove scoped registries, force resolve. Validates identifiers, warns on git URLs, checks dependents before removal (`force=true` to override). See [tools-reference.md](references/tools-reference.md#package-tools). |
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|**Packages**|`manage_packages`| Install, remove, search, and manage Unity packages and scoped registries. Query actions: list installed, search registry, get info, ping, poll status. Mutating actions: add/remove packages, embed for editing, add/remove scoped registries, force resolve. Validates identifiers, warns on git URLs, checks dependents before removal (`force=true` to override). See [tools-reference.md](references/tools-reference.md#package-tools). |
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|**ProBuilder**|`manage_probuilder`| 3D modeling, mesh editing, complex geometry. **When `com.unity.probuilder` is installed, prefer ProBuilder shapes over primitive GameObjects** for editable geometry, multi-material faces, or complex shapes. Supports 12 shape types, face/edge/vertex editing, smoothing, and per-face materials. See [ProBuilder Guide](references/probuilder-guide.md). |
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|**UI**|`manage_ui`, `batch_execute` with `manage_gameobject` + `manage_components`|**UI Toolkit**: Use `manage_ui` to create UXML/USS files, attach UIDocument, inspect visual trees. **uGUI (Canvas)**: Use `batch_execute` for Canvas, Panel, Button, Text, Slider, Toggle, Input Field. **Read `mcpforunity://project/info` first** to detect uGUI/TMP/Input System/UI Toolkit availability. (see [UI workflows](references/workflows.md#ui-creation-workflows)) |
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|**Docs**|`unity_reflect`, `unity_docs`| API verification and documentation lookup. **`unity_reflect`** inspects live C# APIs via reflection (requires Unity connection): `search` types across assemblies, `get_type` for member summary, `get_member` for full signatures. **`unity_docs`** fetches official docs from docs.unity3d.com (no Unity connection needed): `get_doc` (ScriptReference), `get_manual` (Manual pages), `get_package_doc` (package docs), `lookup` (parallel search all sources + project assets). **Trust hierarchy: reflection > project assets > docs.** Workflow: `unity_reflect` search -> get_type -> get_member -> `unity_docs` lookup. See [tools-reference.md](references/tools-reference.md#docs-tools). |
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## Common Workflows
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### Creating a New Script and Using It
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```python
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# 1. Create the script
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# 1. Create the script (automatically triggers import + compilation)
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create_script(
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path="Assets/Scripts/PlayerController.cs",
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contents="using UnityEngine;\n\npublic class PlayerController : MonoBehaviour\n{\n void Update() { }\n}"
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