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FreewayGamesTest/Assets/Synaptic AI Pro/MCPServer/tool-registry.json
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{
"unity_create_gameobject": {
"title": "Create GameObject",
"description": "Create a new GameObject in Unity scene. Note: Auto-retries on connection failure during Unity recompilation.",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the GameObject",
"type": "string"
},
"type": {
"description": "Type of primitive to create",
"default": "empty",
"type": "string",
"enum": [
"empty",
"cube",
"sphere",
"cylinder",
"plane",
"capsule",
"quad"
]
},
"parent": {
"description": "Parent GameObject name",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_update_gameobject": {
"title": "Update GameObject",
"description": "Update properties of an existing GameObject",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the GameObject",
"type": "string"
},
"newName": {
"description": "New name to rename the GameObject to",
"type": "string"
},
"active": {
"description": "Whether the GameObject is active in the scene",
"type": "boolean"
},
"tag": {
"description": "Tag name to assign (e.g., \"Player\", \"Enemy\", \"Untagged\")",
"type": "string"
},
"layer": {
"description": "Layer index (0-31) to assign to the GameObject",
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_delete_gameobject": {
"title": "Delete GameObject",
"description": "Delete a GameObject from the scene",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the GameObject to delete",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_instantiate_prefab": {
"title": "Instantiate Prefab",
"description": "Instantiate a prefab or FBX asset from the project into the scene. Supports any asset path including .prefab and .fbx files.",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"assetPath": {
"description": "Full asset path (e.g., \"Assets/Prefabs/Player.prefab\" or \"Assets/Models/Chair.fbx\")",
"type": "string"
},
"name": {
"description": "Name for the instantiated GameObject (defaults to asset name)",
"type": "string"
},
"parent": {
"description": "Parent GameObject name",
"type": "string"
}
},
"required": [
"assetPath"
]
},
"embedding": null
},
"unity_set_transform": {
"title": "Set Transform",
"description": "Set position, rotation, and scale of a GameObject",
"category": "Transform",
"inputSchema": {
"type": "object",
"properties": {
"gameObject": {
"description": "GameObject name",
"type": "string"
}
},
"required": [
"gameObject"
]
},
"embedding": null
},
"unity_add_component": {
"title": "Add Component",
"description": "Add a component to a GameObject",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"gameObject": {
"description": "GameObject name",
"type": "string"
},
"component": {
"description": "Component type (e.g., Rigidbody, BoxCollider)",
"type": "string"
}
},
"required": [
"gameObject",
"component"
]
},
"embedding": null
},
"unity_update_component": {
"title": "Update Component",
"description": "Update component properties. Use gameObject for target object name and component for component type.",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"gameObject": {
"description": "GameObject name",
"type": "string"
},
"gameObjectName": {
"description": "GameObject name (alias)",
"type": "string"
},
"component": {
"description": "Component type",
"type": "string"
},
"componentName": {
"description": "Component type (alias)",
"type": "string"
},
"properties": {
"description": "Properties to update (JSON object or string)",
"type": "string"
}
},
"required": [
"properties"
]
},
"embedding": null
},
"unity_create_ui": {
"title": "Create UI Element",
"description": "Create UI elements in Unity",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"type": {
"description": "Type of UI element to create",
"type": "string",
"enum": [
"Canvas",
"Button",
"Text",
"Image",
"Slider",
"Toggle",
"InputField",
"Panel"
]
},
"name": {
"description": "Name for the new UI element",
"type": "string"
},
"parent": {
"description": "Parent GameObject name (typically a Canvas)",
"type": "string"
}
},
"required": [
"type",
"name"
]
},
"embedding": null
},
"unity_create_terrain": {
"title": "Create Terrain",
"description": "Create a terrain in Unity",
"category": "Weather",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name for the new terrain GameObject",
"type": "string"
},
"width": {
"description": "Terrain width in world units (default 500)",
"default": 500,
"type": "number"
},
"height": {
"description": "Maximum terrain height in world units (default 600)",
"default": 600,
"type": "number"
},
"length": {
"description": "Terrain length in world units (default 500)",
"default": 500,
"type": "number"
},
"heightmapResolution": {
"description": "Heightmap resolution in pixels (default 513, must be 2^n + 1)",
"default": 513,
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_modify_terrain": {
"title": "Modify Terrain",
"description": "Modify terrain height or textures",
"category": "Weather",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the terrain GameObject to modify",
"type": "string"
},
"operation": {
"description": "Modification operation: raise heights, lower heights, flatten to a level, or smooth roughness",
"type": "string",
"enum": [
"raise",
"lower",
"flatten",
"smooth"
]
},
"radius": {
"description": "Brush radius in world units (default 10)",
"default": 10,
"type": "number"
},
"strength": {
"description": "Brush strength from 0 to 1 (default 0.5)",
"default": 0.5,
"type": "number"
}
},
"required": [
"name",
"operation"
]
},
"embedding": null
},
"unity_setup_camera": {
"title": "Setup Camera",
"description": "Setup camera in the scene",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Camera GameObject name (default \"Main Camera\")",
"default": "Main Camera",
"type": "string"
},
"fieldOfView": {
"description": "Vertical field of view in degrees (default 60)",
"default": 60,
"type": "number"
},
"cameraType": {
"description": "Projection mode: Perspective for 3D depth, Orthographic for 2D/isometric (default Perspective)",
"default": "Perspective",
"type": "string",
"enum": [
"Perspective",
"Orthographic"
]
}
}
},
"embedding": null
},
"unity_create_virtual_camera": {
"title": "Create Cinemachine Virtual Camera",
"description": "Create a Cinemachine Virtual Camera with follow and look at targets",
"category": "Camera",
"inputSchema": null,
"embedding": null
},
"unity_create_freelook_camera": {
"title": "Create Cinemachine FreeLook Camera",
"description": "Create a Cinemachine FreeLook Camera for third-person orbiting. REQUIRED: \"follow\" parameter must specify an existing GameObject name in the scene. The target GameObject must exist before creating the camera. Example: unity_create_freelook_camera({name: \"PlayerCamera\", follow: \"Player\"}). Will fail if follow target does not exist.",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the FreeLook camera (required)",
"type": "string"
},
"follow": {
"description": "GameObject name to follow and orbit around (REQUIRED - must exist in scene before calling this tool)",
"type": "string"
},
"lookAt": {
"description": "GameObject to look at (defaults to follow target)",
"type": "string"
},
"topRigHeight": {
"description": "Top rig height offset",
"default": 4.5,
"type": "number"
},
"topRigRadius": {
"description": "Top rig radius",
"default": 1.75,
"type": "number"
},
"middleRigHeight": {
"description": "Middle rig height offset",
"default": 2.5,
"type": "number"
},
"middleRigRadius": {
"description": "Middle rig radius",
"default": 3,
"type": "number"
},
"bottomRigHeight": {
"description": "Bottom rig height offset",
"default": 0.4,
"type": "number"
},
"bottomRigRadius": {
"description": "Bottom rig radius",
"default": 1.3,
"type": "number"
},
"xAxisSpeed": {
"description": "Horizontal rotation speed",
"default": 300,
"type": "number"
},
"yAxisSpeed": {
"description": "Vertical rotation speed",
"default": 2,
"type": "number"
},
"priority": {
"description": "Camera priority",
"default": 10,
"type": "number"
}
},
"required": [
"name",
"follow"
]
},
"embedding": null
},
"unity_setup_cinemachine_brain": {
"title": "Setup Cinemachine Brain",
"description": "Setup Cinemachine Brain on a camera (required for Cinemachine to work)",
"category": "Cinemachine",
"inputSchema": {
"type": "object",
"properties": {
"camera": {
"description": "Camera to add Brain to",
"default": "Main Camera",
"type": "string"
},
"blendStyle": {
"description": "Default blend style",
"default": "EaseInOut",
"type": "string",
"enum": [
"Cut",
"EaseInOut",
"EaseIn",
"EaseOut",
"HardIn",
"HardOut",
"Linear"
]
},
"defaultBlendTime": {
"description": "Default blend time in seconds",
"default": 2,
"type": "number"
},
"updateMethod": {
"description": "Brain update method",
"default": "SmartUpdate",
"type": "string",
"enum": [
"FixedUpdate",
"LateUpdate",
"SmartUpdate"
]
}
}
},
"embedding": null
},
"unity_update_virtual_camera": {
"title": "Update Virtual Camera Settings",
"description": "Update settings of an existing Cinemachine Virtual Camera",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"camera": {
"description": "Virtual camera name",
"type": "string"
},
"priority": {
"description": "New priority",
"type": "number"
},
"follow": {
"description": "New follow target",
"type": "string"
},
"lookAt": {
"description": "New look at target",
"type": "string"
},
"fov": {
"description": "New field of view",
"type": "number"
},
"nearClipPlane": {
"description": "Near clip plane distance",
"type": "number"
},
"farClipPlane": {
"description": "Far clip plane distance",
"type": "number"
},
"dutch": {
"description": "Camera roll/tilt angle in degrees",
"type": "number"
},
"orthographic": {
"description": "Use orthographic projection",
"type": "boolean"
},
"orthographicSize": {
"description": "Orthographic camera size",
"type": "number"
},
"bodyType": {
"description": "Body component type",
"type": "string",
"enum": [
"Transposer",
"FramingTransposer",
"OrbitalTransposer",
"HardLockToTarget",
"DoNothing"
]
},
"aimType": {
"description": "Aim component type",
"type": "string",
"enum": [
"Composer",
"GroupComposer",
"POV",
"SameAsFollowTarget",
"HardLookAt",
"DoNothing"
]
},
"noiseProfile": {
"description": "Camera shake noise profile",
"type": "string",
"enum": [
"6D Shake",
"Handheld_normal",
"Handheld_normal_mild",
"Handheld_tele_mild",
"Handheld_wide_mild"
]
},
"noiseAmplitude": {
"description": "Noise amplitude/intensity (0-2)",
"type": "number"
},
"noiseFrequency": {
"description": "Noise frequency (0-2)",
"type": "number"
}
},
"required": [
"camera"
]
},
"embedding": null
},
"unity_create_dolly_track": {
"title": "Create Cinemachine Dolly Track",
"description": "Create a Cinemachine Dolly Track with waypoints for camera path animation",
"category": "Cinemachine",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the dolly track",
"type": "string"
},
"looped": {
"description": "Whether the path loops",
"default": false,
"type": "boolean"
},
"cameraName": {
"description": "Virtual camera to attach to track",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_add_collider_extension": {
"title": "Add Cinemachine Collider Extension",
"description": "Add Collider Extension to Virtual Camera for obstacle avoidance",
"category": "Physics",
"inputSchema": {
"type": "object",
"properties": {
"camera": {
"description": "Virtual camera name",
"type": "string"
},
"minimumDistanceFromTarget": {
"description": "Minimum distance from follow target",
"default": 0.2,
"type": "number"
},
"avoidObstacles": {
"description": "Enable obstacle avoidance",
"default": true,
"type": "boolean"
},
"distanceLimit": {
"description": "Maximum raycast distance",
"default": 10,
"type": "number"
},
"smoothingTime": {
"description": "Smoothing time for position changes",
"default": 0,
"type": "number"
},
"damping": {
"description": "Damping for position changes",
"default": 0,
"type": "number"
}
},
"required": [
"camera"
]
},
"embedding": null
},
"unity_add_confiner_extension": {
"title": "Add Cinemachine Confiner Extension",
"description": "Add Confiner Extension to restrict camera movement within bounds",
"category": "Cinemachine",
"inputSchema": {
"type": "object",
"properties": {
"camera": {
"description": "Virtual camera name",
"type": "string"
},
"boundingVolume": {
"description": "GameObject with Collider defining the bounds",
"type": "string"
},
"confineMode": {
"description": "3D or 2D confine mode",
"default": "Confine3D",
"type": "string",
"enum": [
"Confine3D",
"Confine2D"
]
},
"damping": {
"description": "Damping for confinement",
"default": 0,
"type": "number"
}
},
"required": [
"camera",
"boundingVolume"
]
},
"embedding": null
},
"unity_create_state_driven_camera": {
"title": "Create Cinemachine State-Driven Camera",
"description": "Create a State-Driven Camera that switches based on Animator state",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the State-Driven camera",
"type": "string"
},
"animatedTarget": {
"description": "GameObject with Animator component",
"type": "string"
},
"layerIndex": {
"description": "Animator layer index",
"default": 0,
"type": "number"
},
"follow": {
"description": "GameObject to follow",
"type": "string"
},
"lookAt": {
"description": "GameObject to look at",
"type": "string"
},
"priority": {
"description": "Camera priority",
"default": 10,
"type": "number"
}
},
"required": [
"name",
"animatedTarget"
]
},
"embedding": null
},
"unity_create_clear_shot_camera": {
"title": "Create Cinemachine Clear Shot Camera",
"description": "Create a Clear Shot Camera for dynamic shot selection with obstacle avoidance",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the Clear Shot camera",
"type": "string"
},
"follow": {
"description": "GameObject to follow",
"type": "string"
},
"lookAt": {
"description": "GameObject to look at",
"type": "string"
},
"priority": {
"description": "Camera priority",
"default": 10,
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_create_impulse_source": {
"title": "Create Cinemachine Impulse Source",
"description": "Create an Impulse Source for triggering camera shake effects",
"category": "Cinemachine",
"inputSchema": {
"type": "object",
"properties": {
"gameObject": {
"description": "Name of the GameObject to add Impulse Source to",
"type": "string"
},
"amplitudeGain": {
"description": "Impulse amplitude gain",
"default": 1,
"type": "number"
},
"frequencyGain": {
"description": "Impulse frequency gain",
"default": 1,
"type": "number"
},
"impulseDuration": {
"description": "Duration of the impulse in seconds",
"default": 0.2,
"type": "number"
},
"defaultVelocity": {
"description": "Default velocity as \"x,y,z\"",
"default": "0,0,0",
"type": "string"
}
},
"required": [
"gameObject"
]
},
"embedding": null
},
"unity_add_impulse_listener": {
"title": "Add Cinemachine Impulse Listener",
"description": "Add an Impulse Listener extension to a virtual camera to receive shake effects",
"category": "Cinemachine",
"inputSchema": {
"type": "object",
"properties": {
"camera": {
"description": "Name of the Virtual Camera to add listener to",
"type": "string"
},
"gain": {
"description": "Overall gain for impulse reaction",
"default": 1,
"type": "number"
},
"amplitudeGain": {
"description": "Amplitude gain for reaction",
"default": 1,
"type": "number"
},
"frequencyGain": {
"description": "Frequency gain for reaction",
"default": 1,
"type": "number"
}
},
"required": [
"camera"
]
},
"embedding": null
},
"unity_create_blend_list_camera": {
"title": "Create Cinemachine Blend List Camera",
"description": "Create a Blend List Camera that manages a prioritized list of child virtual cameras",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the Blend List camera",
"default": "CM BlendList",
"type": "string"
},
"priority": {
"description": "Camera priority",
"default": 10,
"type": "number"
},
"follow": {
"description": "GameObject to follow",
"type": "string"
},
"lookAt": {
"description": "GameObject to look at",
"type": "string"
},
"loop": {
"description": "Loop through child cameras",
"default": false,
"type": "boolean"
},
"showDebugText": {
"description": "Show debug information",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_target_group": {
"title": "Create Cinemachine Target Group",
"description": "Create a Target Group for managing multiple camera targets with automatic framing",
"category": "Cinemachine",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the Target Group",
"default": "CM TargetGroup",
"type": "string"
},
"positionMode": {
"description": "Position calculation mode",
"default": "GroupCenter",
"type": "string",
"enum": [
"GroupCenter",
"GroupAverage"
]
},
"rotationMode": {
"description": "Rotation calculation mode",
"default": "Manual",
"type": "string",
"enum": [
"Manual",
"GroupAverage"
]
},
"updateMethod": {
"description": "Update method",
"default": "Update",
"type": "string",
"enum": [
"Update",
"FixedUpdate",
"LateUpdate"
]
}
}
},
"embedding": null
},
"unity_add_target_to_group": {
"title": "Add Target to Cinemachine Target Group",
"description": "Add a GameObject as a target to an existing Target Group",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"targetGroup": {
"description": "Name of the Target Group",
"type": "string"
},
"target": {
"description": "Name of the GameObject to add as target",
"type": "string"
},
"weight": {
"description": "Target weight (influence on framing)",
"default": 1,
"type": "number"
},
"radius": {
"description": "Target radius (bounding sphere)",
"default": 1,
"type": "number"
}
},
"required": [
"targetGroup",
"target"
]
},
"embedding": null
},
"unity_set_camera_priority": {
"title": "Set Cinemachine Camera Priority",
"description": "Change the priority of a Cinemachine virtual camera",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"camera": {
"description": "Name of the Cinemachine camera",
"type": "string"
},
"priority": {
"description": "New priority value (higher priority cameras take precedence)",
"type": "number"
}
},
"required": [
"camera",
"priority"
]
},
"embedding": null
},
"unity_set_camera_enabled": {
"title": "Enable/Disable Cinemachine Camera",
"description": "Enable or disable a Cinemachine virtual camera",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"camera": {
"description": "Name of the Cinemachine camera",
"type": "string"
},
"enabled": {
"description": "Enable (true) or disable (false) the camera",
"type": "boolean"
}
},
"required": [
"camera",
"enabled"
]
},
"embedding": null
},
"unity_create_mixing_camera": {
"title": "Create Cinemachine Mixing Camera",
"description": "Create a Mixing Camera that blends multiple child cameras with weighted averaging",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the Mixing camera",
"default": "CM MixingCamera",
"type": "string"
},
"priority": {
"description": "Camera priority",
"default": 10,
"type": "number"
},
"weight0": {
"description": "Weight for child camera 0",
"default": 1,
"type": "number"
},
"weight1": {
"description": "Weight for child camera 1",
"default": 0,
"type": "number"
},
"weight2": {
"description": "Weight for child camera 2",
"default": 0,
"type": "number"
},
"weight3": {
"description": "Weight for child camera 3",
"default": 0,
"type": "number"
},
"weight4": {
"description": "Weight for child camera 4",
"default": 0,
"type": "number"
},
"weight5": {
"description": "Weight for child camera 5",
"default": 0,
"type": "number"
},
"weight6": {
"description": "Weight for child camera 6",
"default": 0,
"type": "number"
},
"weight7": {
"description": "Weight for child camera 7",
"default": 0,
"type": "number"
}
}
},
"embedding": null
},
"unity_update_camera_target": {
"title": "Update Cinemachine Camera Target",
"description": "Update Follow and/or LookAt targets of a Cinemachine camera",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"camera": {
"description": "Name of the Cinemachine camera",
"type": "string"
},
"follow": {
"description": "New Follow target (empty string to clear)",
"type": "string"
},
"lookAt": {
"description": "New LookAt target (empty string to clear)",
"type": "string"
}
},
"required": [
"camera"
]
},
"embedding": null
},
"unity_update_brain_blend_settings": {
"title": "Update Cinemachine Brain Blend Settings",
"description": "Update the default blend settings on the Cinemachine Brain",
"category": "Cinemachine",
"inputSchema": {
"type": "object",
"properties": {
"defaultBlendTime": {
"description": "Default blend duration in seconds",
"type": "number"
},
"defaultBlendStyle": {
"description": "Default blend curve style",
"type": "string",
"enum": [
"Cut",
"EaseInOut",
"EaseIn",
"EaseOut",
"HardIn",
"HardOut",
"Linear"
]
},
"customBlendsAsset": {
"description": "Path to custom blends asset",
"type": "string"
}
}
},
"embedding": null
},
"unity_get_active_camera_info": {
"title": "Get Active Cinemachine Camera Info",
"description": "Get information about the currently active Cinemachine virtual camera",
"category": "Camera",
"inputSchema": null,
"embedding": null
},
"unity_setup_lighting": {
"title": "Setup Lighting",
"description": "Setup lighting in the scene with extended options and presets",
"category": "Lighting",
"inputSchema": {
"type": "object",
"properties": {
"preset": {
"description": "Predefined lighting preset that configures ambient, fog, and directional light to match a scene mood",
"type": "string",
"enum": [
"studio",
"sunset",
"night",
"overcast",
"desert",
"forest",
"underwater",
"space",
"neon"
]
},
"ambientMode": {
"description": "Ambient light source mode",
"type": "string",
"enum": [
"skybox",
"trilight",
"flat",
"custom"
]
},
"ambientIntensity": {
"description": "Ambient light intensity (0-2)",
"type": "number"
},
"ambientSkyColor": {
"description": "Ambient sky color as hex",
"type": "string"
},
"ambientEquatorColor": {
"description": "Ambient equator color as hex",
"type": "string"
},
"ambientGroundColor": {
"description": "Ambient ground color as hex (trilight)",
"type": "string"
},
"fogEnabled": {
"description": "Enable scene fog rendering",
"type": "boolean"
},
"fogMode": {
"description": "Fog falloff mode",
"type": "string",
"enum": [
"linear",
"exponential",
"exponentialsquared"
]
},
"fogColor": {
"description": "Fog color as hex",
"type": "string"
},
"fogDensity": {
"description": "Fog density for exponential modes (0-1)",
"type": "number"
},
"fogStartDistance": {
"description": "Linear fog start distance",
"type": "number"
},
"fogEndDistance": {
"description": "Linear fog end distance",
"type": "number"
},
"directionalLightIntensity": {
"description": "Sun/directional light intensity (0-8)",
"type": "number"
},
"directionalLightColor": {
"description": "Directional light color as hex",
"type": "string"
},
"directionalLightShadows": {
"description": "Shadow type: none, hard, or soft",
"type": "string",
"enum": [
"none",
"hard",
"soft"
]
}
}
},
"embedding": null
},
"unity_create_material": {
"title": "Create Material",
"description": "Create a new material",
"category": "Material",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name for the new material asset",
"type": "string"
},
"shader": {
"description": "Shader name (default \"Standard\")",
"default": "Standard",
"type": "string"
},
"metallic": {
"description": "Metallic value (0 dielectric to 1 metal)",
"type": "number"
},
"smoothness": {
"description": "Surface smoothness (0 rough to 1 mirror)",
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_create_prefab": {
"title": "Create Prefab",
"description": "Create a prefab from a GameObject in the scene.",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"gameObject": {
"description": "Name of the GameObject in scene to convert to prefab",
"type": "string"
},
"path": {
"description": "Full save path including filename (e.g., \"Assets/Prefabs/UI/MyButton.prefab\"). ALWAYS specify a proper organized path.",
"type": "string"
}
},
"required": [
"gameObject",
"path"
]
},
"embedding": null
},
"unity_create_script": {
"title": "Create Script",
"description": "Scene management operations",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Script name without .cs extension",
"type": "string"
},
"path": {
"description": "Folder path (e.g., \"Assets/Scripts/Player/\"). Defaults to \"Assets/Synaptic_Generated/\"",
"type": "string"
},
"template": {
"description": "Script template: MonoBehaviour for components, ScriptableObject for assets, Empty for plain C# (default MonoBehaviour)",
"default": "MonoBehaviour",
"type": "string",
"enum": [
"MonoBehaviour",
"ScriptableObject",
"Empty"
]
},
"content": {
"description": "Full script content. If not provided, generates template based on template type",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_manage_scene": {
"title": "Manage Scene",
"description": "Scene management operations",
"category": "Scene",
"inputSchema": {
"type": "object",
"properties": {
"operation": {
"description": "Scene operation: save current scene, load from path, or create new empty scene",
"type": "string",
"enum": [
"save",
"load",
"new"
]
},
"path": {
"description": "Scene file path (e.g., \"Assets/Scenes/Main.unity\"), required for save/load",
"type": "string"
}
},
"required": [
"operation"
]
},
"embedding": null
},
"unity_load_scene": {
"title": "Load Scene",
"description": "🎬 Load a scene in Editor mode. Supports Single (replace current) or Additive (load alongside current) modes. Can load by path or name.",
"category": "Scene",
"inputSchema": {
"type": "object",
"properties": {
"scenePath": {
"description": "Scene path (e.g., Assets/Scenes/Game.unity)",
"type": "string"
},
"sceneName": {
"description": "Scene name (e.g., Game) - will search in Assets",
"type": "string"
},
"mode": {
"description": "Load mode: Single (replace) or Additive (add)",
"default": "Single",
"type": "string",
"enum": [
"Single",
"Additive"
]
},
"setActive": {
"description": "Set as active scene after loading (Additive mode only)",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_unload_scene": {
"title": "Unload Scene",
"description": "🗑️ Unload a scene from the Editor. Useful for managing multi-scene setups. Cannot unload the last remaining scene.",
"category": "Scene",
"inputSchema": {
"type": "object",
"properties": {
"sceneName": {
"description": "Name of the scene to unload",
"type": "string"
},
"removeUnsavedChanges": {
"description": "Remove without saving changes",
"default": false,
"type": "boolean"
}
},
"required": [
"sceneName"
]
},
"embedding": null
},
"unity_set_active_scene": {
"title": "Set Active Scene",
"description": "⭐ Set the active scene in multi-scene editing. The active scene is where new GameObjects are created by default.",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"sceneName": {
"description": "Name of the scene to set as active",
"type": "string"
}
},
"required": [
"sceneName"
]
},
"embedding": null
},
"unity_list_all_scenes": {
"title": "List All Scenes",
"description": "📋 List all scene files in the project. Returns scene paths, names, and build settings info. Supports filtering and sorting.",
"category": "Scene",
"inputSchema": {
"type": "object",
"properties": {
"includeInactive": {
"description": "Include scenes not in build settings",
"default": true,
"type": "boolean"
},
"sortBy": {
"description": "Sort order",
"default": "name",
"type": "string",
"enum": [
"name",
"path",
"buildIndex"
]
},
"searchPath": {
"description": "Directory to search (e.g., Assets/Scenes)",
"default": "Assets",
"type": "string"
}
}
},
"embedding": null
},
"unity_add_scene_to_build": {
"title": "Add Scene to Build Settings",
"description": "⚙️ Add or remove scenes from Build Settings. Manage build order and enable/disable scenes.",
"category": "Scene",
"inputSchema": {
"type": "object",
"properties": {
"scenePath": {
"description": "Scene path (e.g., Assets/Scenes/Game.unity)",
"type": "string"
},
"operation": {
"description": "Operation type",
"default": "add",
"type": "string",
"enum": [
"add",
"remove",
"enable",
"disable"
]
},
"buildIndex": {
"description": "Build index (for add operation, -1 = append)",
"type": "number"
}
},
"required": [
"scenePath"
]
},
"embedding": null
},
"unity_create_animation": {
"title": "Create Animation",
"description": "Create animation for GameObject",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"gameObject": {
"description": "Target GameObject name to attach the Animator/Animation to",
"type": "string"
},
"animationName": {
"description": "Name for the new animation clip",
"type": "string"
},
"duration": {
"description": "Animation duration in seconds (default 1)",
"default": 1,
"type": "number"
},
"loop": {
"description": "Whether the animation loops (default false)",
"default": false,
"type": "boolean"
}
},
"required": [
"gameObject",
"animationName"
]
},
"embedding": null
},
"unity_setup_physics": {
"title": "Setup Physics",
"description": "Setup physics settings for a GameObject or global physics",
"category": "Physics",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Target GameObject name (or \"global\" for global physics settings)",
"type": "string"
},
"rigidbody": {
"description": "Add Rigidbody component",
"type": "boolean"
},
"mass": {
"description": "Rigidbody mass",
"type": "number"
},
"gravity": {
"description": "Use gravity (bool), JSON string, or global gravity vector",
"type": "string"
},
"collider": {
"description": "Type of collider to add: box, sphere, capsule, mesh",
"type": "string"
},
"defaultMaterial": {
"description": "Default physics material path (e.g., \"Assets/Materials/Ice.physicMaterial\")",
"type": "string"
}
}
},
"embedding": null
},
"unity_create_particle_system": {
"title": "Create Particle System",
"description": "Create a particle system with extended presets and customization options",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name for the new particle system GameObject",
"type": "string"
},
"preset": {
"description": "Predefined effect preset that auto-configures appearance and behavior",
"type": "string",
"enum": [
"fire",
"smoke",
"sparkle",
"rain",
"explosion",
"snow",
"magic",
"lightning",
"tornado",
"galaxy"
]
},
"lifetime": {
"description": "Particle lifetime in seconds (0.1-10)",
"type": "number"
},
"startSpeed": {
"description": "Initial particle speed (0-100)",
"type": "number"
},
"startSize": {
"description": "Initial particle size (0.01-10)",
"type": "number"
},
"emission": {
"description": "Particles emitted per second (1-1000)",
"type": "number"
},
"gravity": {
"description": "Gravity modifier (-10 to 10, 0 = no gravity)",
"type": "number"
},
"shape": {
"description": "Emitter shape that determines particle spawn pattern",
"type": "string",
"enum": [
"cone",
"sphere",
"box",
"circle",
"edge",
"mesh"
]
},
"usePhysics": {
"description": "Enable particle collision with scene physics",
"type": "boolean"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_setup_material": {
"title": "Setup Material",
"description": "Create or modify materials with PBR properties and shaders",
"category": "Material",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "GameObject to apply the material to",
"type": "string"
},
"materialName": {
"description": "Name for the material asset",
"type": "string"
},
"shader": {
"description": "Shader preset",
"type": "string",
"enum": [
"Standard",
"Unlit",
"Toon",
"Water",
"Glass",
"Hologram"
]
},
"color": {
"description": "Base color as hex",
"type": "string"
},
"metallic": {
"description": "Metallic value (0 to 1)",
"type": "number"
},
"smoothness": {
"description": "Smoothness (0 to 1)",
"type": "number"
},
"emission": {
"description": "Enable emissive glow",
"type": "boolean"
},
"emissionColor": {
"description": "Emission color as hex",
"type": "string"
},
"transparency": {
"description": "Alpha (0 to 1)",
"type": "number"
},
"normalMap": {
"description": "Enable normal map slot",
"type": "boolean"
},
"texture": {
"description": "Albedo texture asset path",
"type": "string"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_setup_navmesh": {
"title": "Setup NavMesh",
"description": "Setup navigation mesh",
"category": "Physics",
"inputSchema": {
"type": "object",
"properties": {
"agentRadius": {
"description": "NavMesh agent radius in meters (default 0.5)",
"default": 0.5,
"type": "number"
},
"agentHeight": {
"description": "NavMesh agent height in meters (default 2.0)",
"default": 2,
"type": "number"
},
"maxSlope": {
"description": "Maximum walkable slope in degrees (default 45)",
"default": 45,
"type": "number"
},
"stepHeight": {
"description": "Maximum step height the agent can climb (default 0.4)",
"default": 0.4,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_audio_mixer": {
"title": "Create Audio Mixer",
"description": "Create an audio mixer",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name for the new AudioMixer asset",
"type": "string"
},
"groups": {
"description": "Mixer group names to create (e.g., [\"Master\", \"Music\", \"SFX\"])",
"type": "array"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_create_audio_source": {
"title": "Create Audio Source",
"description": "Create and configure an AudioSource component on a GameObject",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"gameObject": {
"description": "GameObject to attach the AudioSource to",
"type": "string"
},
"audioClip": {
"description": "Audio clip asset path",
"type": "string"
},
"playOnAwake": {
"description": "Play on scene start (default true)",
"default": true,
"type": "boolean"
},
"loop": {
"description": "Loop the audio clip (default false)",
"default": false,
"type": "boolean"
},
"volume": {
"description": "Volume level (0-1, default 1)",
"default": 1,
"type": "number"
},
"pitch": {
"description": "Pitch multiplier (-3 to 3, default 1)",
"default": 1,
"type": "number"
},
"spatialMode": {
"description": "2D non-positional or 3D spatial (default 3D)",
"default": "3D",
"type": "string",
"enum": [
"2D",
"3D"
]
},
"minDistance": {
"description": "Distance below which audio is full volume (default 1)",
"default": 1,
"type": "number"
},
"maxDistance": {
"description": "Distance beyond which audio is silent (default 500)",
"default": 500,
"type": "number"
}
},
"required": [
"gameObject"
]
},
"embedding": null
},
"unity_setup_3d_audio": {
"title": "Setup 3D Audio",
"description": "Configure 3D spatial audio settings for an AudioSource",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"audioSource": {
"description": "GameObject with the AudioSource to configure",
"type": "string"
},
"dopplerLevel": {
"description": "Doppler effect strength (0-5)",
"default": 1,
"type": "number"
},
"spread": {
"description": "Stereo spread in degrees (0-360)",
"default": 0,
"type": "number"
},
"volumeRolloff": {
"description": "Distance attenuation curve",
"default": "Logarithmic",
"type": "string",
"enum": [
"Logarithmic",
"Linear",
"Custom"
]
},
"minDistance": {
"description": "Full volume distance",
"default": 1,
"type": "number"
},
"maxDistance": {
"description": "Silence distance",
"default": 500,
"type": "number"
},
"customCurve": {
"description": "Use custom rolloff curve",
"default": false,
"type": "boolean"
}
},
"required": [
"audioSource"
]
},
"embedding": null
},
"unity_create_audio_clip": {
"title": "Create/Import Audio Clip",
"description": "Import audio file or create procedural audio clip",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the audio clip asset to create or import",
"type": "string"
},
"path": {
"description": "Optional source file path to import the audio from",
"type": "string"
},
"loadType": {
"description": "How the audio clip is loaded into memory at runtime",
"default": "DecompressOnLoad",
"type": "string",
"enum": [
"DecompressOnLoad",
"CompressedInMemory",
"Streaming"
]
},
"compressionFormat": {
"description": "Compression codec used for the imported audio data",
"default": "Vorbis",
"type": "string",
"enum": [
"PCM",
"Vorbis",
"ADPCM"
]
},
"quality": {
"description": "Compression quality from 0 (lowest) to 1 (highest)",
"default": 0.7,
"type": "number"
},
"sampleRate": {
"description": "Target sample rate in Hz for the audio clip",
"default": 44100,
"type": "number"
},
"forceToMono": {
"description": "Whether to mix all channels down to a single mono channel",
"default": false,
"type": "boolean"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_setup_audio_effects": {
"title": "Setup Audio Effects",
"description": "Add and configure audio effects (filters, reverb, echo, etc.)",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"audioSource": {
"description": "Name or path of the target AudioSource GameObject to attach effects to",
"type": "string"
}
},
"required": [
"audioSource"
]
},
"embedding": null
},
"unity_create_reverb_zones": {
"title": "Create Reverb Zones",
"description": "Create audio reverb zones for environmental effects",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the AudioReverbZone GameObject to create",
"type": "string"
},
"position": {
"description": "World-space position of the reverb zone center",
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
}
},
"minDistance": {
"description": "Inner radius in world units where full reverb is applied",
"default": 10,
"type": "number"
},
"maxDistance": {
"description": "Outer radius in world units where reverb fades to zero",
"default": 30,
"type": "number"
},
"reverbPreset": {
"description": "Unity AudioReverbPreset defining environmental reverb characteristics",
"default": "Room",
"type": "string",
"enum": [
"Off",
"Generic",
"Room",
"Bathroom",
"Cave",
"Hallway",
"Arena",
"Forest",
"Mountains",
"Underwater"
]
}
},
"required": [
"name",
"position"
]
},
"embedding": null
},
"unity_setup_audio_occlusion": {
"title": "Setup Audio Occlusion",
"description": "Configure audio occlusion for realistic sound blocking",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"audioSource": {
"description": "Name of the AudioSource GameObject to apply occlusion to",
"type": "string"
},
"enableOcclusion": {
"description": "Whether occlusion calculations are active at runtime",
"default": true,
"type": "boolean"
},
"occlusionLayers": {
"description": "Physics layer names that block or attenuate sound",
"type": "array"
},
"maxOcclusionDistance": {
"description": "Maximum raycast distance in world units used to detect occluders",
"default": 50,
"type": "number"
},
"occlusionDamping": {
"description": "Volume attenuation factor applied per occluder from 0 to 1",
"default": 0.5,
"type": "number"
}
},
"required": [
"audioSource"
]
},
"embedding": null
},
"unity_create_adaptive_music": {
"title": "Create Adaptive Music System",
"description": "Create intro+loop music system with dynamic transitions",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the adaptive music system GameObject to create",
"type": "string"
},
"bpm": {
"description": "Tempo of the music in beats per minute used for synced transitions",
"default": 120,
"type": "number"
},
"beatsPerBar": {
"description": "Number of beats per musical bar for bar-aligned transitions",
"default": 4,
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_setup_audio_triggers": {
"title": "Setup Audio Triggers",
"description": "Configure event-based audio triggers",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"triggerName": {
"description": "Identifier for this audio trigger configuration",
"type": "string"
},
"triggerType": {
"description": "Type of Unity event that fires this trigger",
"type": "string",
"enum": [
"OnEnter",
"OnExit",
"OnStay",
"OnCollision",
"OnAnimationEvent",
"OnCustomEvent"
]
},
"targetGameObject": {
"description": "GameObject in the scene that hosts the trigger collider or event",
"type": "string"
}
},
"required": [
"triggerName",
"triggerType",
"targetGameObject"
]
},
"embedding": null
},
"unity_create_sound_pools": {
"title": "Create Sound Pools",
"description": "Create sound variation pools for dynamic audio",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"poolName": {
"description": "Identifier for the sound pool asset",
"type": "string"
},
"audioClips": {
"description": "List of AudioClip asset names or paths to include in the pool",
"type": "array"
},
"playbackMode": {
"description": "Selection strategy used when picking the next clip to play",
"default": "RandomNoRepeat",
"type": "string",
"enum": [
"Random",
"Sequential",
"RandomNoRepeat",
"Weighted"
]
},
"weights": {
"description": "Per-clip probability weights when playbackMode is Weighted",
"type": "array"
},
"pitchVariation": {
"description": "Random pitch variation amount applied per playback",
"default": 0,
"type": "number"
},
"volumeVariation": {
"description": "Random volume variation amount applied per playback",
"default": 0,
"type": "number"
},
"cooldownTime": {
"description": "Minimum seconds between successive plays from this pool",
"default": 0,
"type": "number"
}
},
"required": [
"poolName",
"audioClips"
]
},
"embedding": null
},
"unity_create_audio_mixing": {
"title": "Create Dynamic Audio Mixing",
"description": "Setup real-time audio mixing and ducking systems",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"mixerName": {
"description": "Name of the AudioMixer asset to create",
"type": "string"
}
},
"required": [
"mixerName"
]
},
"embedding": null
},
"unity_setup_spatial_audio": {
"title": "Setup Spatial Audio",
"description": "Configure advanced spatial audio for VR/AR",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"audioSource": {
"description": "Name of the AudioSource GameObject to spatialize",
"type": "string"
},
"spatializerPlugin": {
"description": "Spatializer plugin used to render 3D audio",
"default": "Unity",
"type": "string",
"enum": [
"Unity",
"Oculus",
"SteamAudio",
"Resonance"
]
},
"enableBinaural": {
"description": "Whether to enable binaural HRTF rendering for headphones",
"default": true,
"type": "boolean"
},
"enableHeadTracking": {
"description": "Whether to use head tracking data for VR/AR spatialization",
"default": true,
"type": "boolean"
}
},
"required": [
"audioSource"
]
},
"embedding": null
},
"unity_create_audio_visualization": {
"title": "Create Audio Visualization",
"description": "Create visual effects that react to audio",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"visualizerName": {
"description": "Name of the audio visualizer GameObject to create",
"type": "string"
},
"audioSource": {
"description": "AudioSource GameObject whose output drives the visualization",
"type": "string"
},
"visualizationType": {
"description": "Audio analysis method used to drive the visuals",
"type": "string",
"enum": [
"Spectrum",
"Waveform",
"BeatDetection",
"VUMeter"
]
},
"targetObjects": {
"description": "GameObjects whose properties are animated by the audio",
"type": "array"
},
"frequencyBands": {
"description": "Number of frequency bands sampled from the spectrum",
"default": 64,
"type": "number"
},
"sensitivity": {
"description": "Multiplier applied to the analyzed audio amplitude",
"default": 100,
"type": "number"
},
"responseProperty": {
"description": "Transform or material property animated in response to audio",
"default": "Scale",
"type": "string",
"enum": [
"Scale",
"Position",
"Rotation",
"Color",
"Emission"
]
},
"smoothing": {
"description": "Temporal smoothing factor between 0 (none) and 1 (max)",
"default": 0.5,
"type": "number"
}
},
"required": [
"visualizerName",
"audioSource",
"visualizationType"
]
},
"embedding": null
},
"unity_setup_custom_input": {
"title": "Setup Custom Input",
"description": "Configure custom input actions and bindings",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"actionName": {
"description": "Name of the InputAction to register",
"type": "string"
},
"bindingType": {
"description": "Value type produced by the action",
"default": "Button",
"type": "string",
"enum": [
"Button",
"Axis",
"Vector2",
"Vector3"
]
},
"actionMap": {
"description": "InputActionMap that owns this action",
"default": "Player",
"type": "string"
},
"initialValue": {
"description": "Optional initial value applied to the action on enable",
"type": "string"
}
},
"required": [
"actionName"
]
},
"embedding": null
},
"unity_create_gesture_recognition": {
"title": "Create Gesture Recognition",
"description": "Setup gesture recognition for touch or motion input",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"gestureName": {
"description": "Identifier for the gesture recognizer",
"type": "string"
},
"gestureType": {
"description": "Predefined gesture template to recognize",
"type": "string",
"enum": [
"Swipe",
"Circle",
"Tap",
"DoubleTap",
"LongPress",
"Pinch",
"Rotate",
"Custom"
]
},
"callbackEvent": {
"description": "Name of the UnityEvent to invoke when the gesture is detected",
"type": "string"
}
},
"required": [
"gestureName",
"gestureType"
]
},
"embedding": null
},
"unity_setup_haptic_feedback": {
"title": "Setup Haptic Feedback",
"description": "Configure haptic/vibration feedback for mobile and controllers",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"feedbackName": {
"description": "Identifier for this haptic feedback preset",
"type": "string"
},
"platform": {
"description": "Target platform that receives the haptic signal",
"default": "Both",
"type": "string",
"enum": [
"Mobile",
"Controller",
"Both"
]
},
"feedbackType": {
"description": "Predefined haptic intensity profile",
"type": "string",
"enum": [
"Light",
"Medium",
"Heavy",
"Success",
"Warning",
"Error",
"Custom"
]
},
"duration": {
"description": "Duration of the haptic pulse in seconds",
"default": 0.1,
"type": "number"
},
"intensity": {
"description": "Strength of the haptic pulse from 0 to 1",
"default": 1,
"type": "number"
},
"pattern": {
"description": "Custom pattern of on/off pulses in milliseconds",
"type": "array"
}
},
"required": [
"feedbackName",
"feedbackType"
]
},
"embedding": null
},
"unity_create_input_validation": {
"title": "Create Input Validation",
"description": "Create input validation system for text fields and forms",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"validatorName": {
"description": "Identifier for the input validator component",
"type": "string"
},
"validationType": {
"description": "Built-in validation rule applied to the field",
"type": "string",
"enum": [
"Email",
"Phone",
"Number",
"AlphaNumeric",
"Custom",
"CreditCard",
"URL"
]
},
"customPattern": {
"description": "Custom regex pattern used when validationType is Custom",
"type": "string"
},
"minLength": {
"description": "Minimum allowed input length in characters",
"type": "number"
},
"maxLength": {
"description": "Maximum allowed input length in characters",
"type": "number"
},
"errorMessage": {
"description": "Message shown to the user when validation fails",
"type": "string"
},
"realTimeValidation": {
"description": "Whether to validate as the user types",
"default": true,
"type": "boolean"
}
},
"required": [
"validatorName",
"validationType"
]
},
"embedding": null
},
"unity_setup_accessibility_input": {
"title": "Setup Accessibility Input",
"description": "Configure accessibility features for input (screen readers, large buttons, etc)",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"accessibilityName": {
"description": "Identifier for this accessibility configuration",
"type": "string"
},
"features": {
"description": "List of accessibility features to enable",
"type": "array"
},
"buttonScaling": {
"description": "Scale multiplier applied to interactive UI elements",
"default": 1.5,
"type": "number"
},
"contrastLevel": {
"description": "High-contrast color profile to apply to UI",
"default": "High",
"type": "string",
"enum": [
"Normal",
"High",
"VeryHigh"
]
}
},
"required": [
"accessibilityName",
"features"
]
},
"embedding": null
},
"unity_create_input_recording": {
"title": "Create Input Recording",
"description": "Setup input recording and playback system for testing or replay",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"recorderName": {
"description": "Identifier for the input recorder asset",
"type": "string"
},
"recordingMode": {
"description": "Which input devices to capture",
"type": "string",
"enum": [
"All",
"Keyboard",
"Mouse",
"Touch",
"Controller",
"Custom"
]
},
"includeTimestamps": {
"description": "Whether to record per-event timestamps",
"default": true,
"type": "boolean"
},
"compression": {
"description": "Whether to compress the recorded data",
"default": false,
"type": "boolean"
},
"maxRecordingTime": {
"description": "Maximum recording duration in seconds",
"default": 300,
"type": "number"
},
"autoSave": {
"description": "Whether the recording is saved automatically when stopped",
"default": true,
"type": "boolean"
}
},
"required": [
"recorderName",
"recordingMode"
]
},
"embedding": null
},
"unity_setup_multitouch": {
"title": "Setup Multitouch",
"description": "Configure multitouch input handling",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"maxTouches": {
"description": "Maximum number of simultaneous touches to track",
"default": 10,
"type": "number"
},
"touchSensitivity": {
"description": "Multiplier applied to raw touch delta values",
"default": 1,
"type": "number"
},
"enableGestures": {
"description": "Whether built-in gesture recognition is enabled",
"default": true,
"type": "boolean"
},
"touchVisualization": {
"description": "Whether to draw on-screen touch indicators",
"default": false,
"type": "boolean"
},
"preventAccidentalTouches": {
"description": "Whether to filter out small or stray touches",
"default": true,
"type": "boolean"
},
"touchAreaPadding": {
"description": "Extra pixel padding added around interactive areas",
"default": 10,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_pinch_zoom": {
"title": "Create Pinch Zoom",
"description": "Setup pinch-to-zoom functionality",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Name of the GameObject, camera, or UI element to zoom",
"type": "string"
},
"zoomType": {
"description": "What is zoomed by the pinch gesture",
"default": "Camera",
"type": "string",
"enum": [
"Camera",
"Object",
"UI"
]
},
"minZoom": {
"description": "Lower bound for the zoom factor",
"default": 0.5,
"type": "number"
},
"maxZoom": {
"description": "Upper bound for the zoom factor",
"default": 3,
"type": "number"
},
"zoomSpeed": {
"description": "Multiplier applied to pinch delta when changing zoom",
"default": 1,
"type": "number"
},
"smoothing": {
"description": "Whether to interpolate zoom changes for smoother motion",
"default": true,
"type": "boolean"
},
"centerOnPinch": {
"description": "Whether to recenter the view on the pinch midpoint",
"default": true,
"type": "boolean"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_setup_swipe_detection": {
"title": "Setup Swipe Detection",
"description": "Configure swipe gesture detection",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"swipeDirections": {
"description": "Allowed swipe directions to detect",
"default": "['All']",
"type": "array"
},
"minSwipeDistance": {
"description": "Minimum pixel distance required to register a swipe",
"default": 50,
"type": "number"
},
"maxSwipeTime": {
"description": "Maximum seconds allowed between touch start and end",
"default": 0.5,
"type": "number"
},
"detectDiagonals": {
"description": "Whether diagonal swipes are detected",
"default": false,
"type": "boolean"
},
"continuousDetection": {
"description": "Whether swipes can fire repeatedly during a drag",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_drag_drop": {
"title": "Create Drag & Drop",
"description": "Setup drag and drop functionality",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"draggableObject": {
"description": "Name of the GameObject that can be dragged",
"type": "string"
},
"dropZones": {
"description": "Names of GameObjects that accept the dragged object",
"type": "array"
},
"snapToGrid": {
"description": "Whether dropped objects snap to a grid",
"default": false,
"type": "boolean"
},
"gridSize": {
"description": "Grid cell size in world units when snapToGrid is true",
"default": 1,
"type": "number"
},
"showGhost": {
"description": "Whether to show a ghost preview while dragging",
"default": true,
"type": "boolean"
},
"returnOnInvalidDrop": {
"description": "Whether the object returns to its origin on invalid drop",
"default": true,
"type": "boolean"
},
"dragThreshold": {
"description": "Pixel distance required before drag begins",
"default": 5,
"type": "number"
},
"allowRotation": {
"description": "Whether the dragged object can be rotated",
"default": false,
"type": "boolean"
}
},
"required": [
"draggableObject"
]
},
"embedding": null
},
"unity_setup_touch_effects": {
"title": "Setup Touch Effects",
"description": "Configure visual effects for touch interactions",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"effectType": {
"description": "Visual style of the touch effect",
"default": "Ripple",
"type": "string",
"enum": [
"Ripple",
"Glow",
"Particle",
"Custom"
]
},
"effectPrefab": {
"description": "Optional prefab used when effectType is Custom",
"type": "string"
},
"color": {
"description": "Hex color string applied to the effect",
"default": "#FFFFFF",
"type": "string"
},
"size": {
"description": "Scale multiplier applied to the effect",
"default": 1,
"type": "number"
},
"duration": {
"description": "Effect lifetime in seconds",
"default": 0.5,
"type": "number"
},
"fadeOut": {
"description": "Whether the effect fades out before disappearing",
"default": true,
"type": "boolean"
},
"followFinger": {
"description": "Whether the effect follows the finger while touching",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_particle_preset": {
"title": "Create Particle Preset",
"description": "Create advanced particle effects with presets",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"effectName": {
"description": "Name of the particle effect GameObject to create in the Unity scene",
"type": "string"
},
"preset": {
"description": "Predefined Unity ParticleSystem preset configuring shape, emission, and color over lifetime",
"default": "Fire",
"type": "string",
"enum": [
"Fire",
"Smoke",
"Explosion",
"Rain",
"Snow",
"Sparkles",
"Magic",
"Lightning",
"Tornado",
"Galaxy",
"Custom"
]
},
"colors": {
"description": "Array of hex color strings used for color over lifetime gradient",
"type": "array"
},
"usePhysics": {
"description": "When true adds a ParticleSystem collision module for world physics interaction",
"default": false,
"type": "boolean"
}
},
"required": [
"effectName"
]
},
"embedding": null
},
"unity_create_advanced_material": {
"title": "Create Advanced Material",
"description": "Create materials with advanced settings and textures",
"category": "Material",
"inputSchema": {
"type": "object",
"properties": {
"materialName": {
"description": "Name of the Unity Material asset to create under Assets/Materials",
"type": "string"
},
"shader": {
"description": "Shader pipeline; Standard for Built-in, UniversalRP/Lit for URP, HDRP/Lit for HDRP",
"default": "Standard",
"type": "string",
"enum": [
"Standard",
"UniversalRP/Lit",
"HDRP/Lit",
"Unlit",
"Toon",
"Water",
"Glass",
"Hologram",
"Custom"
]
}
},
"required": [
"materialName"
]
},
"embedding": null
},
"unity_setup_lighting_preset": {
"title": "Setup Lighting Preset",
"description": "Apply professional lighting presets to the scene",
"category": "Lighting",
"inputSchema": {
"type": "object",
"properties": {
"preset": {
"description": "Lighting environment preset that configures directional light, skybox, and ambient color",
"default": "Studio",
"type": "string",
"enum": [
"Studio",
"Sunset",
"Night",
"Overcast",
"Desert",
"Forest",
"Underwater",
"Space",
"Neon",
"Custom"
]
},
"intensity": {
"description": "Multiplier applied to directional light intensity (1 = preset default)",
"default": 1,
"type": "number"
},
"ambientMode": {
"description": "RenderSettings.ambientMode source: Skybox samples skybox, Gradient blends sky/equator/ground, Color uses flat color",
"default": "Skybox",
"type": "string",
"enum": [
"Skybox",
"Gradient",
"Color"
]
},
"fog": {
"description": "Enable RenderSettings.fog for distance-based atmospheric falloff",
"default": false,
"type": "boolean"
},
"shadows": {
"description": "Shadow quality: None disables shadows, Hard for hard-edged, Soft for filtered PCF shadows",
"default": "Soft",
"type": "string",
"enum": [
"None",
"Hard",
"Soft"
]
}
}
},
"embedding": null
},
"unity_create_visual_effect": {
"title": "Create Visual Effect",
"description": "Create complex visual effects combining particles, lights, and more",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"effectName": {
"description": "Name of the visual effect GameObject",
"type": "string"
},
"effectType": {
"description": "Visual effect type",
"default": "Aura",
"type": "string",
"enum": [
"Aura",
"Trail",
"Distortion",
"Glow",
"Shield",
"Portal",
"Dissolve",
"Hologram"
]
},
"target": {
"description": "Name of the GameObject to attach the effect to (parents the effect under it)",
"type": "string"
},
"duration": {
"description": "Effect lifetime in seconds; 0 means infinite when loop is true",
"default": 0,
"type": "number"
},
"loop": {
"description": "Loop the effect continuously while the GameObject is active",
"default": true,
"type": "boolean"
},
"intensity": {
"description": "Overall intensity multiplier applied to emission rate, light, and alpha",
"default": 1,
"type": "number"
}
},
"required": [
"effectName"
]
},
"embedding": null
},
"unity_setup_reflection_probe": {
"title": "Setup Reflection Probe",
"description": "Setup reflection probes for realistic reflections",
"category": "Lighting",
"inputSchema": {
"type": "object",
"properties": {
"probeName": {
"description": "Name of the ReflectionProbe GameObject to create in the scene",
"default": "ReflectionProbe",
"type": "string"
},
"position": {
"description": "World-space position of the probe origin in Unity units",
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
}
},
"size": {
"description": "Bounding box size in Unity units of the volume the probe influences",
"default": "{ x: 10, y: 10, z: 10 }",
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
}
},
"resolution": {
"description": "Cubemap face resolution in pixels; higher values produce sharper reflections at memory cost",
"default": "128",
"type": "string",
"enum": [
"16",
"32",
"64",
"128",
"256",
"512",
"1024",
"2048"
]
},
"updateMode": {
"description": "ReflectionProbe refreshMode: OnAwake bakes on enable, EveryFrame realtime, ViaScripting manual",
"default": "OnAwake",
"type": "string",
"enum": [
"OnAwake",
"EveryFrame",
"ViaScripting"
]
},
"importance": {
"description": "Probe importance used to resolve overlap order; higher values override lower ones",
"default": 1,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_light_probe_group": {
"title": "Create Light Probe Group",
"description": "Create light probe groups for dynamic GI",
"category": "Lighting",
"inputSchema": {
"type": "object",
"properties": {
"groupName": {
"description": "Name of the LightProbeGroup GameObject to create",
"default": "LightProbeGroup",
"type": "string"
},
"gridSize": {
"description": "Number of probes along each axis forming the probe lattice",
"default": "{ x: 5, y: 3, z: 5 }",
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
}
},
"spacing": {
"description": "Distance in Unity units between adjacent probes on each axis",
"default": 2,
"type": "number"
},
"center": {
"description": "World-space center position of the probe grid",
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
}
}
}
},
"embedding": null
},
"unity_setup_volumetric_fog": {
"title": "Setup Volumetric Fog",
"description": "Create atmospheric volumetric fog effects",
"category": "Lighting",
"inputSchema": {
"type": "object",
"properties": {
"fogName": {
"description": "Name of the volumetric fog GameObject (LocalVolumetricFog in HDRP) to create",
"default": "VolumetricFog",
"type": "string"
},
"density": {
"description": "Fog density per Unity unit; higher values produce thicker fog",
"default": 0.05,
"type": "number"
},
"color": {
"description": "Fog tint as hex color (e.g., #FFFFFF for neutral white)",
"default": "#FFFFFF",
"type": "string"
},
"anisotropy": {
"description": "Henyey-Greenstein scattering anisotropy in -1..1; positive forward-scatters light",
"default": 0.5,
"type": "number"
},
"lightPenetration": {
"description": "How far light penetrates the fog volume in 0..1 range",
"default": 0.5,
"type": "number"
},
"noiseScale": {
"description": "World-space scale of the 3D noise modulating fog density",
"default": 1,
"type": "number"
},
"noiseIntensity": {
"description": "Strength of noise modulation applied to fog density (0..1)",
"default": 0.5,
"type": "number"
},
"windSpeed": {
"description": "Animation speed of the noise field simulating wind drift",
"default": 1,
"type": "number"
},
"height": {
"description": "Vertical extent in Unity units of the fog volume from the ground",
"default": 100,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_decal": {
"title": "Create Decal",
"description": "Create decal projections for details like dirt, damage, etc",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"decalName": {
"description": "Name of the DecalProjector GameObject to create in the scene",
"type": "string"
},
"texture": {
"description": "Asset path of the base color texture used by the decal",
"type": "string"
},
"size": {
"description": "Projection box size in Unity units (x,y are footprint, z is depth)",
"default": "{ x: 1, y: 1, z: 1 }",
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
}
},
"opacity": {
"description": "Decal blend opacity from 0 (invisible) to 1 (fully opaque)",
"default": 1,
"type": "number"
},
"normalBlend": {
"description": "Strength of normal map blending against underlying surfaces (0..1)",
"default": 1,
"type": "number"
},
"maskClipping": {
"description": "When true clips the decal against surfaces facing away beyond a normal threshold",
"default": true,
"type": "boolean"
}
},
"required": [
"decalName"
]
},
"embedding": null
},
"unity_setup_color_grading": {
"title": "Setup Color Grading",
"description": "Apply color grading for cinematic look",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"preset": {
"description": "Color grading preset applied via PostProcess ColorAdjustments and Tonemapping",
"default": "Cinematic",
"type": "string",
"enum": [
"Cinematic",
"Vintage",
"BlackWhite",
"Sepia",
"Cold",
"Warm",
"Horror",
"Cyberpunk"
]
},
"temperature": {
"description": "White balance temperature offset in -100..100; positive warms, negative cools",
"default": 0,
"type": "number"
},
"tint": {
"description": "White balance tint offset in -100..100; positive magenta, negative green",
"default": 0,
"type": "number"
},
"contrast": {
"description": "Contrast adjustment in -100..100 applied to the final image",
"default": 0,
"type": "number"
},
"brightness": {
"description": "Post-exposure brightness offset in stops (EV)",
"default": 0,
"type": "number"
},
"saturation": {
"description": "Color saturation adjustment in -100..100; -100 desaturates fully",
"default": 0,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_lens_flare": {
"title": "Create Lens Flare",
"description": "Create realistic lens flare effects",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"flareName": {
"description": "Name of the LensFlare GameObject to create in the scene",
"type": "string"
},
"intensity": {
"description": "Brightness multiplier for the lens flare elements",
"default": 1,
"type": "number"
},
"fadeSpeed": {
"description": "Speed in seconds at which the flare fades when occluded by geometry",
"default": 3,
"type": "number"
},
"color": {
"description": "Hex color tint applied to all flare elements (e.g., #FFFFFF)",
"default": "#FFFFFF",
"type": "string"
}
},
"required": [
"flareName"
]
},
"embedding": null
},
"unity_create_screen_shake": {
"title": "Create Screen Shake",
"description": "Apply screen shake effect for dramatic impact",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"duration": {
"description": "Total shake duration in seconds before the camera returns to rest",
"default": 0.5,
"type": "number"
},
"intensity": {
"description": "Peak displacement amplitude in Unity units applied to the camera",
"default": 1,
"type": "number"
},
"frequency": {
"description": "Oscillation frequency in Hz controlling how rapidly the camera vibrates",
"default": 10,
"type": "number"
},
"damping": {
"description": "Decay factor reducing intensity over duration; 1 = linear falloff to zero",
"default": 1,
"type": "number"
},
"camera": {
"description": "Name of the Camera GameObject to apply the shake effect to",
"default": "Main Camera",
"type": "string"
}
}
},
"embedding": null
},
"unity_create_screen_fade": {
"title": "Create Screen Fade",
"description": "Create fade in/out transitions",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"fadeType": {
"description": "FadeIn reveals the scene from the color, FadeOut covers the scene to the color",
"default": "FadeIn",
"type": "string",
"enum": [
"FadeIn",
"FadeOut"
]
},
"duration": {
"description": "Fade animation duration in seconds",
"default": 1,
"type": "number"
},
"color": {
"description": "Hex color of the fullscreen overlay used for the fade (e.g., #000000)",
"default": "#000000",
"type": "string"
},
"delay": {
"description": "Delay in seconds before the fade animation starts",
"default": 0,
"type": "number"
},
"curve": {
"description": "Animation easing curve applied to the alpha interpolation",
"default": "Linear",
"type": "string",
"enum": [
"Linear",
"EaseIn",
"EaseOut",
"EaseInOut"
]
}
}
},
"embedding": null
},
"unity_create_vignette_effect": {
"title": "Create Vignette Effect",
"description": "Add cinematic vignette framing to scene",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"intensity": {
"description": "Vignette darkening strength from 0 (off) to 1 (fully dark edges)",
"default": 0.5,
"type": "number"
},
"smoothness": {
"description": "Edge smoothness of the vignette falloff in 0..1; higher is softer",
"default": 0.5,
"type": "number"
},
"color": {
"description": "Hex color of the vignette overlay (typically #000000 for darkening)",
"default": "#000000",
"type": "string"
},
"rounded": {
"description": "When true forces a circular vignette regardless of aspect ratio",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_chromatic_aberration": {
"title": "Create Chromatic Aberration",
"description": "Add lens distortion and color separation effect",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"intensity": {
"description": "Chromatic aberration strength in 0..1 controlling RGB channel separation",
"default": 0.1,
"type": "number"
},
"camera": {
"description": "Name of the Camera GameObject the post-process volume targets",
"default": "Main Camera",
"type": "string"
}
}
},
"embedding": null
},
"unity_read_shader": {
"title": "Read Shader File",
"description": "Read the content of a .shader file. This must be called BEFORE modifying the shader.",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to shader file (e.g., \"Assets/Shaders/MyShader.shader\")",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_modify_shader": {
"title": "Modify Shader File",
"description": "Modify an existing .shader file by replacing text.",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to shader file",
"type": "string"
},
"old_text": {
"description": "Exact text to find and replace (including whitespace)",
"type": "string"
},
"new_text": {
"description": "New text to insert",
"type": "string"
},
"replace_all": {
"description": "Replace all occurrences",
"default": false,
"type": "boolean"
}
},
"required": [
"path",
"old_text",
"new_text"
]
},
"embedding": null
},
"unity_analyze_shader": {
"title": "Analyze Shader Structure",
"description": "Analyze a shader's structure without reading full content.",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to shader file",
"type": "string"
},
"shader_name": {
"description": "Shader name (e.g., \"Standard\")",
"type": "string"
}
}
},
"embedding": null
},
"unity_read_shader_graph": {
"title": "Read ShaderGraph Asset",
"description": "Read and parse a Unity ShaderGraph (.shadergraph or .shadersubgraph) file.",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to ShaderGraph file (e.g., \"Assets/Shaders/MyGraph.shadergraph\")",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_read_vfx_graph": {
"title": "Read VFX Graph Asset",
"description": "Read and analyze an existing VFX Graph (.vfx) asset file.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to VFX Graph file (e.g., \"Assets/VFX/MyEffect.vfx\")",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_modify_vfx_graph": {
"title": "Modify VFX Graph Asset",
"description": "Modify an existing VFX Graph asset by text replacement.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to VFX Graph file",
"type": "string"
},
"old_text": {
"description": "Text to find and replace",
"type": "string"
},
"new_text": {
"description": "Replacement text",
"type": "string"
},
"replace_all": {
"description": "Replace all occurrences",
"default": false,
"type": "boolean"
}
},
"required": [
"path",
"old_text",
"new_text"
]
},
"embedding": null
},
"unity_analyze_vfx_graph": {
"title": "Analyze VFX Graph",
"description": "Analyze a VFX Graph asset structure without reading full content.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to VFX Graph file",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_vfx_set_output": {
"title": "Set VFX Output Settings",
"description": "Set output context settings on a VFX Graph (blendMode, texture, etc.)",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to VFX Graph file",
"type": "string"
},
"contextIndex": {
"description": "Context index (output is usually 3)",
"default": 3,
"type": "number"
},
"blendMode": {
"description": "Blend mode",
"type": "string",
"enum": [
"additive",
"alpha",
"opaque",
"premultiply"
]
},
"texture": {
"description": "Texture asset path (e.g., Assets/Synaptic AI Pro/Resources/VFX/Textures/flame_01.png)",
"type": "string"
},
"softParticle": {
"description": "Enable soft particles",
"type": "boolean"
},
"sortPriority": {
"description": "Sort priority",
"type": "number"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_vfx_set_block_value": {
"title": "Set VFX Block Value",
"description": "Set the spawn rate of a VFX Graph.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to VFX Graph file",
"type": "string"
},
"contextIndex": {
"description": "Context index (0=spawn, 1=init, 2=update, 3=output)",
"type": "number"
},
"blockIndex": {
"description": "Block index within context",
"type": "number"
},
"property": {
"description": "Property name to set",
"default": "value",
"type": "string"
},
"value": {
"description": "Value to set (e.g., \"1,0.5,0\" for color, \"150\" for rate)",
"type": "string"
}
},
"required": [
"path",
"contextIndex",
"blockIndex",
"value"
]
},
"embedding": null
},
"unity_vfx_set_spawn_rate": {
"title": "Set VFX Spawn Rate",
"description": "Set the spawn rate of a VFX Graph.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to VFX Graph file",
"type": "string"
},
"rate": {
"description": "Particles per second",
"type": "number"
}
},
"required": [
"path",
"rate"
]
},
"embedding": null
},
"unity_vfx_list_blocks": {
"title": "List VFX Blocks",
"description": "List all contexts and blocks in a VFX Graph with their indices and types.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to VFX Graph file",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_vfx_remove_block": {
"title": "Remove VFX Block",
"description": "Remove a block from a VFX context.",
"category": "Transform",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to VFX Graph file",
"type": "string"
},
"contextIndex": {
"description": "Context index",
"type": "number"
},
"blockIndex": {
"description": "Block index to remove",
"type": "number"
}
},
"required": [
"path",
"contextIndex",
"blockIndex"
]
},
"embedding": null
},
"unity_vfx_get_block_info": {
"title": "Get VFX Block Info",
"description": "Get detailed information about a specific VFX block including current values.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to VFX Graph file",
"type": "string"
},
"contextIndex": {
"description": "Context index",
"type": "number"
},
"blockIndex": {
"description": "Block index",
"type": "number"
}
},
"required": [
"path",
"contextIndex",
"blockIndex"
]
},
"embedding": null
},
"unity_read_particle_system": {
"title": "Read Particle System",
"description": "Read all properties of a Particle System component on a GameObject.",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Name of GameObject with ParticleSystem",
"type": "string"
},
"gameObject": {
"description": "Alternative name parameter",
"type": "string"
}
}
},
"embedding": null
},
"unity_modify_particle_system": {
"title": "Modify Particle System",
"description": "Animate shader properties like color, float, or vector values",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Name of GameObject with ParticleSystem",
"type": "string"
},
"gameObject": {
"description": "Alternative name parameter",
"type": "string"
},
"module": {
"description": "Module to modify (main, emission, shape, noise, etc.)",
"default": "main",
"type": "string"
},
"property": {
"description": "Property name to modify",
"type": "string"
},
"value": {
"description": "New value for the property",
"type": "string"
}
},
"required": [
"property",
"value"
]
},
"embedding": null
},
"unity_create_shader_property_animator": {
"title": "Create Shader Property Animator",
"description": "Animate shader properties like color, float, or vector values",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Name of the GameObject whose Renderer material property will be animated",
"type": "string"
},
"propertyName": {
"description": "Shader property name to animate (e.g., _Color, _EmissionColor, _MainTex_ST)",
"default": "_Color",
"type": "string"
},
"propertyType": {
"description": "Shader property data type: Color for RGBA, Float for scalar, Vector for Vector4",
"default": "Color",
"type": "string",
"enum": [
"Color",
"Float",
"Vector"
]
},
"startValue": {
"description": "Starting value as string (e.g., \"1,0,0,1\" for red color or \"0\" for float)",
"type": "string"
},
"endValue": {
"description": "Ending value as string in the same format as startValue",
"type": "string"
},
"duration": {
"description": "Animation duration in seconds for one start-to-end cycle",
"default": 1,
"type": "number"
},
"loop": {
"description": "When true the animation loops continuously between start and end values",
"default": false,
"type": "boolean"
},
"curve": {
"description": "Easing applied to the interpolation between start and end",
"default": "Linear",
"type": "string",
"enum": [
"Linear",
"EaseIn",
"EaseOut",
"EaseInOut",
"Bounce"
]
}
},
"required": [
"targetObject",
"startValue",
"endValue"
]
},
"embedding": null
},
"unity_create_material_property_block": {
"title": "Create Material Property Block",
"description": "Modify material properties without creating material instances",
"category": "Material",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Name of the GameObject whose Renderer receives the MaterialPropertyBlock",
"type": "string"
},
"blockName": {
"description": "Identifier used internally to track the MaterialPropertyBlock instance",
"default": "CustomPropertyBlock",
"type": "string"
},
"preserveSharedMaterial": {
"description": "When true keeps sharedMaterial intact and applies overrides per-renderer only",
"default": true,
"type": "boolean"
},
"properties": {
"description": "Dictionary mapping shader property names to override values (color, float, texture, vector)",
"type": "string"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_animate_shader_texture": {
"title": "Animate Shader Texture",
"description": "Create scrolling, flipbook, or rotating texture animations",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Name or path of the target GameObject whose material will be animated",
"type": "string"
},
"propertyName": {
"description": "Shader texture property to animate (defaults to main texture _MainTex)",
"default": "_MainTex",
"type": "string"
},
"animationType": {
"description": "Animation mode: Scroll offsets UV, Flipbook plays sprite sheet, Rotate spins UVs",
"default": "Scroll",
"type": "string",
"enum": [
"Scroll",
"Flipbook",
"Rotate"
]
},
"speed": {
"description": "Scroll/rotation speed as comma-separated \"x,y\" UV units per second",
"default": "1,0",
"type": "string"
},
"scale": {
"description": "Texture tiling scale as comma-separated \"x,y\"",
"default": "1,1",
"type": "string"
},
"columns": {
"description": "Number of flipbook columns in the sprite sheet",
"default": 4,
"type": "number"
},
"rows": {
"description": "Number of flipbook rows in the sprite sheet",
"default": 4,
"type": "number"
},
"fps": {
"description": "Flipbook playback speed in frames per second",
"default": 30,
"type": "number"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_create_shader_gradient": {
"title": "Create Shader Gradient",
"description": "Apply gradient effects to materials",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Name or path of the GameObject to receive the gradient material",
"type": "string"
},
"gradientType": {
"description": "Gradient shape: Linear interpolates along an axis, Radial radiates from center",
"default": "Linear",
"type": "string",
"enum": [
"Linear",
"Radial"
]
},
"startColor": {
"description": "Starting color of the gradient as hex (e.g. #FFFFFF)",
"default": "#FFFFFF",
"type": "string"
},
"endColor": {
"description": "Ending color of the gradient as hex (e.g. #000000)",
"default": "#000000",
"type": "string"
},
"direction": {
"description": "Linear gradient axis direction in UV space",
"default": "Vertical",
"type": "string",
"enum": [
"Horizontal",
"Vertical",
"Diagonal"
]
},
"blendMode": {
"description": "How the gradient blends with the base material color",
"default": "Normal",
"type": "string",
"enum": [
"Normal",
"Additive",
"Multiply"
]
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_create_bloom": {
"title": "Create Bloom Effect",
"description": "🌟 Create bloom effect with auto-generated shader - Adds beautiful glow to bright areas!",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"intensity": {
"description": "Bloom intensity (0-10)",
"default": 2,
"type": "number"
},
"threshold": {
"description": "Brightness threshold for bloom (0-1)",
"default": 0.9,
"type": "number"
},
"blurSize": {
"description": "Blur size for bloom effect (0-10)",
"default": 3,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_film_grain": {
"title": "Create Film Grain Effect",
"description": "🎬 Create film grain effect with auto-generated shader - Adds cinematic film texture!",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"intensity": {
"description": "Grain intensity (0-1)",
"default": 0.3,
"type": "number"
},
"grainSize": {
"description": "Grain texture size (0.1-10)",
"default": 2,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_motion_blur": {
"title": "Create Motion Blur Effect",
"description": "💨 Create motion blur effect with auto-generated shader - Adds dynamic motion feel!",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"blurStrength": {
"description": "Motion blur strength (0-1)",
"default": 0.5,
"type": "number"
},
"sampleCount": {
"description": "Quality samples (4-32, higher = better quality)",
"default": 16,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_depth_of_field": {
"title": "Create Depth of Field Effect",
"description": "📷 Create depth of field effect with auto-generated shader - Professional camera focus!",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"focusDistance": {
"description": "Focus distance (0-100)",
"default": 10,
"type": "number"
},
"blurSize": {
"description": "Blur size for out-of-focus areas (0-10)",
"default": 2,
"type": "number"
},
"aperture": {
"description": "Camera aperture simulation (0.1-32)",
"default": 5.6,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_lens_distortion": {
"title": "Create Lens Distortion Effect",
"description": "🔍 Create lens distortion effect with auto-generated shader - Realistic camera lens effects!",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"distortionStrength": {
"description": "Distortion strength (-1 to 1, negative = pincushion, positive = barrel)",
"default": 0.2,
"type": "number"
},
"chromaticAberration": {
"description": "Chromatic aberration amount (0-1)",
"default": 0.1,
"type": "number"
},
"vignette": {
"description": "Vignette effect strength (0-1)",
"default": 0.3,
"type": "number"
}
}
},
"embedding": null
},
"unity_setup_urp_settings": {
"title": "Setup URP Settings",
"description": "🖼️ Configure Universal Render Pipeline settings with natural language - Optimize for any platform!",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"platform": {
"description": "Target platform preset that biases URP settings for performance vs. fidelity",
"default": "pc",
"type": "string",
"enum": [
"mobile",
"android",
"ios",
"console",
"playstation",
"xbox",
"pc",
"desktop"
]
},
"quality": {
"description": "Overall URP quality tier controlling render features and resolutions",
"default": "medium",
"type": "string",
"enum": [
"low",
"medium",
"high",
"ultra"
]
},
"shadows": {
"description": "Shadow quality level and atlas resolution",
"default": "medium",
"type": "string",
"enum": [
"off",
"disabled",
"low",
"medium",
"high",
"ultra"
]
},
"antialiasing": {
"description": "Post-process anti-aliasing technique applied to the camera",
"default": "fxaa",
"type": "string",
"enum": [
"none",
"fxaa",
"taa",
"smaa"
]
},
"renderscale": {
"description": "Render scale multiplier (0.5-2.0)",
"default": 1,
"type": "number"
},
"hdr": {
"description": "Enable HDR rendering",
"default": true,
"type": "boolean"
},
"msaa": {
"description": "Hardware MSAA sample count for forward rendering",
"default": "4x",
"type": "string",
"enum": [
"off",
"2x",
"4x",
"8x"
]
}
}
},
"embedding": null
},
"unity_setup_hdrp_settings": {
"title": "Setup HDRP Settings",
"description": "🌟 Configure High Definition Render Pipeline settings - For photorealistic visuals!",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"platform": {
"description": "Target platform preset that scales HDRP feature set",
"default": "pc",
"type": "string",
"enum": [
"pc",
"console",
"playstation",
"xbox"
]
},
"quality": {
"description": "HDRP quality tier for shadows, reflections, and post effects",
"default": "high",
"type": "string",
"enum": [
"medium",
"high",
"ultra"
]
},
"raytracing": {
"description": "Enable ray tracing features",
"default": false,
"type": "boolean"
},
"volumetrics": {
"description": "Enable volumetric lighting",
"default": true,
"type": "boolean"
},
"reflections": {
"description": "Reflection technique: screen-space, ray-traced, or hybrid combination",
"default": "screenspace",
"type": "string",
"enum": [
"screenspace",
"raytraced",
"hybrid"
]
}
}
},
"embedding": null
},
"unity_setup_post_processing": {
"title": "Setup Post Processing",
"description": "🎨 Configure post-processing effects stack - Professional color grading and effects!",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"profile": {
"description": "Visual style preset that selects the base Volume Profile",
"default": "cinematic",
"type": "string",
"enum": [
"cinematic",
"realistic",
"stylized",
"mobile",
"custom"
]
},
"bloom": {
"description": "Enable Bloom effect for glowing bright highlights",
"default": true,
"type": "boolean"
},
"colorgrading": {
"description": "Enable Color Adjustments / Tonemapping for color grading",
"default": true,
"type": "boolean"
},
"vignette": {
"description": "Enable Vignette darkening at screen edges",
"default": true,
"type": "boolean"
},
"filmgrain": {
"description": "Enable Film Grain texture overlay for cinematic feel",
"default": false,
"type": "boolean"
},
"motionblur": {
"description": "Enable Motion Blur for camera and object movement",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_vfx_graph": {
"title": "Create VFX / Particle Effect",
"description": "Create VFX particle effects with advanced features. Supports mesh spawning, SDF shapes, splines, custom output modes. Uses VFX Graph (GPU) if available, otherwise Particle System.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"effectType": {
"description": "Type of VFX effect preset",
"default": "fire",
"type": "string",
"enum": [
"fire",
"smoke",
"explosion",
"magic",
"water",
"splash",
"energy",
"sparks",
"dust",
"snow",
"rain",
"leaves",
"confetti",
"trail",
"cyber",
"heal",
"buff",
"debuff",
"portal",
"custom"
]
},
"name": {
"description": "Custom name for the VFX GameObject",
"type": "string"
},
"intensity": {
"description": "Effect intensity multiplier",
"default": 1,
"type": "number"
},
"duration": {
"description": "Effect duration in seconds",
"default": 5,
"type": "number"
},
"looping": {
"description": "Whether effect loops continuously",
"default": true,
"type": "boolean"
},
"particleCount": {
"description": "Maximum particle count (GPU can handle millions!)",
"default": 1000,
"type": "number"
},
"color": {
"description": "Start/main color in hex (e.g., \"#00FFFF\")",
"type": "string"
},
"endColor": {
"description": "End color for gradient effects",
"type": "string"
},
"position": {
"description": "World position as \"x,y,z\"",
"default": "0,0,0",
"type": "string"
},
"shapeType": {
"description": "Advanced spawn shape (requires VFX Graph package)",
"default": "",
"type": "string",
"enum": [
"mesh",
"sdf",
"spline",
"point_cache"
]
},
"meshPath": {
"description": "Asset path to mesh for mesh spawning (e.g., \"Assets/Models/Sword.fbx\")",
"type": "string"
},
"meshName": {
"description": "Name of GameObject in scene to use as mesh source",
"type": "string"
},
"splinePoints": {
"description": "Spline points as \"x,y,z;x,y,z;...\" for path-based effects",
"type": "string"
},
"sdfShape": {
"description": "SDF shape type",
"default": "sphere",
"type": "string",
"enum": [
"sphere",
"box",
"torus",
"custom"
]
},
"outputMode": {
"description": "Output rendering mode",
"default": "particle",
"type": "string",
"enum": [
"particle",
"mesh",
"decal",
"line"
]
},
"blendMode": {
"description": "Blend mode for rendering",
"default": "additive",
"type": "string",
"enum": [
"additive",
"alpha",
"opaque"
]
}
}
},
"embedding": null
},
"unity_create_shader_graph": {
"title": "Create Shader Graph",
"description": "🎭 Create Shader Graph with natural language - Custom materials made easy!",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"shaderType": {
"description": "Shader Graph master node preset that defines lighting model and base inputs",
"default": "surface",
"type": "string",
"enum": [
"surface",
"unlit",
"lit",
"water",
"glass",
"metal",
"fabric",
"custom"
]
},
"pipeline": {
"description": "Render pipeline target that determines generated subgraph compatibility",
"default": "urp",
"type": "string",
"enum": [
"urp",
"hdrp",
"builtin"
]
},
"features": {
"description": "Additional shader features to wire into the graph (normal map, emission, etc.)",
"default": "['normal_map']",
"type": "array"
},
"animated": {
"description": "Include time-based animation",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_set_vfx_property": {
"title": "Set VFX Graph Property",
"description": "Modify exposed properties of a VFX Graph at runtime. Change colors, intensity, particle count, etc.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"gameObjectName": {
"description": "Name of GameObject with VisualEffect component",
"type": "string"
},
"propertyName": {
"description": "Exposed property name (e.g., \"Intensity\", \"Color\", \"ParticleCount\")",
"type": "string"
},
"propertyType": {
"description": "Type of the property",
"type": "string",
"enum": [
"float",
"int",
"bool",
"vector2",
"vector3",
"vector4",
"color",
"gradient",
"texture",
"mesh"
]
},
"value": {
"description": "Value to set. Float: \"1.5\", Color: \"#FF00FF\", Vector3: \"1,2,3\", Bool: \"true\"",
"type": "string"
}
},
"required": [
"gameObjectName",
"propertyName",
"propertyType",
"value"
]
},
"embedding": null
},
"unity_get_vfx_properties": {
"title": "Get VFX Graph Properties",
"description": "Get all exposed properties of a VFX Graph. See available parameters for modification.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"gameObjectName": {
"description": "Name of GameObject with VisualEffect component",
"type": "string"
}
},
"required": [
"gameObjectName"
]
},
"embedding": null
},
"unity_trigger_vfx_event": {
"title": "Trigger VFX Event",
"description": "Send event to VFX Graph (play, stop, custom events)",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"gameObjectName": {
"description": "Name of GameObject with VisualEffect component",
"type": "string"
},
"eventName": {
"description": "Event name (OnPlay, OnStop, or custom event)",
"default": "OnPlay",
"type": "string"
}
},
"required": [
"gameObjectName"
]
},
"embedding": null
},
"unity_vfx_create": {
"title": "Create VFX Graph",
"description": "Create a new VFX Graph asset. This is the first step for building custom VFX.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the VFX Graph asset",
"type": "string"
},
"folder": {
"description": "Folder path to save the asset",
"default": "Assets/VFX",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_vfx_add_context": {
"title": "Add VFX Context",
"description": "Add a context (Spawn, Initialize, Update, Output) to VFX Graph. Contexts define the particle lifecycle.",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset (e.g., \"Assets/VFX/Fire.vfx\")",
"type": "string"
},
"contextType": {
"description": "Type of context to add",
"type": "string",
"enum": [
"spawn",
"spawner",
"gpuspawn",
"initialize",
"init",
"update",
"output",
"quad",
"point",
"line",
"linestrip",
"quadstrip",
"trail",
"ribbon",
"mesh",
"staticmesh",
"decal",
"event",
"outputevent"
]
},
"capacity": {
"description": "Particle capacity (for Initialize context)",
"type": "number"
},
"spawnRate": {
"description": "Spawn rate (for Spawn context)",
"type": "number"
}
},
"required": [
"vfxPath",
"contextType"
]
},
"embedding": null
},
"unity_vfx_add_block": {
"title": "Add VFX Block",
"description": "Add a block to a context. Blocks define particle behavior (position, velocity, color, forces, etc.)",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset",
"type": "string"
},
"contextIndex": {
"description": "Index of context to add block to (0-based)",
"type": "number"
},
"blockType": {
"description": "Type of block to add",
"type": "string",
"enum": [
"// Position\n positionsphere",
"positioncircle",
"positioncone",
"positionline",
"positionbox",
"positiontorus",
"positionmesh",
"positionsdf",
"// Forces\n gravity",
"drag",
"turbulence",
"force",
"conformtosphere",
"conformtosdf",
"vectorfieldforce",
"// Attributes\n setattribute",
"setattributerandom",
"setposition",
"setvelocity",
"setcolor",
"setsize",
"setlifetime",
"setalpha",
"setangle",
"// Random\n velocityrandom",
"// Collision\n collisionsphere",
"collisionplane",
"collisionbox",
"collisiondepth",
"// Kill\n killsphere",
"killbox",
"killplane",
"killage",
"// Orientation\n orient",
"facecamera",
"orientalongvelocity",
"// Over lifetime\n coloroverlife",
"sizeoverlife",
"// Spawn\n spawnrate",
"spawnburst",
"// Other\n flipbook",
"triggerevent"
]
},
"attribute": {
"description": "Attribute name for SetAttribute blocks (e.g., \"position\", \"color\", \"size\", \"lifetime\", \"velocity\")",
"type": "string"
},
"value": {
"description": "Value to set (e.g., \"1,0,0\" for vector, \"#FF0000\" for color)",
"type": "string"
},
"min": {
"description": "Minimum value for setattributerandom (e.g., 0.5 for float, \"0,0,0\" for vector)",
"type": "string"
},
"max": {
"description": "Maximum value for setattributerandom (e.g., 2.0 for float, \"1,1,1\" for vector)",
"type": "string"
}
},
"required": [
"vfxPath",
"contextIndex",
"blockType"
]
},
"embedding": null
},
"unity_vfx_add_operator": {
"title": "Add VFX Operator",
"description": "Add an operator node to VFX Graph. Operators perform calculations (math, noise, sampling, etc.)",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset",
"type": "string"
},
"operatorType": {
"description": "Type of operator to add",
"type": "string",
"enum": [
"// Math\n add",
"subtract",
"multiply",
"divide",
"power",
"modulo",
"absolute",
"negate",
"minimum",
"maximum",
"clamp",
"saturate",
"lerp",
"smoothstep",
"// Trigonometric\n sine",
"cosine",
"tangent",
"atan2",
"// Vector\n dot",
"cross",
"length",
"distance",
"normalize",
"// Noise\n noise",
"curlnoise",
"voronoise",
"// Sampling\n sampletexture2d",
"sampletexture3d",
"samplecurve",
"samplegradient",
"samplemesh",
"samplesdf",
"// Logic\n compare",
"branch",
"and",
"or",
"not",
"// Utility\n random",
"time",
"deltatime",
"maincamera",
"// Waveforms\n sinewave",
"squarewave",
"trianglewave",
"sawtoothwave"
]
}
},
"required": [
"vfxPath",
"operatorType"
]
},
"embedding": null
},
"unity_vfx_link_contexts": {
"title": "Link VFX Contexts",
"description": "Link two contexts together (e.g., Spawn -> Initialize -> Update -> Output)",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset",
"type": "string"
},
"fromIndex": {
"description": "Index of source context",
"type": "number"
},
"toIndex": {
"description": "Index of target context",
"type": "number"
}
},
"required": [
"vfxPath",
"fromIndex",
"toIndex"
]
},
"embedding": null
},
"unity_vfx_get_structure": {
"title": "Get VFX Structure",
"description": "Get the structure of a VFX Graph (contexts, blocks, operators)",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset",
"type": "string"
}
},
"required": [
"vfxPath"
]
},
"embedding": null
},
"unity_vfx_compile": {
"title": "Compile VFX",
"description": "Compile and save the VFX Graph",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset",
"type": "string"
}
},
"required": [
"vfxPath"
]
},
"embedding": null
},
"unity_vfx_get_available_types": {
"title": "Get Available VFX Types",
"description": "List all available context, block, and operator types",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"category": {
"description": "Category to list",
"default": "all",
"type": "string",
"enum": [
"all",
"contexts",
"blocks",
"operators"
]
}
}
},
"embedding": null
},
"unity_vfx_add_parameter": {
"title": "Add VFX Parameter",
"description": "Add an exposed parameter to VFX Graph that can be controlled from Inspector or scripts",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset",
"type": "string"
},
"name": {
"description": "Parameter name",
"type": "string"
},
"type": {
"description": "Parameter type",
"type": "string",
"enum": [
"float",
"int",
"bool",
"vector2",
"vector3",
"vector4",
"color",
"texture2d",
"texture3d",
"mesh",
"gradient",
"curve"
]
},
"defaultValue": {
"description": "Default value (e.g., \"1.0\", \"1,2,3\" for vector)",
"type": "string"
},
"exposed": {
"description": "Whether parameter is exposed in Inspector",
"default": true,
"type": "boolean"
}
},
"required": [
"vfxPath",
"name",
"type"
]
},
"embedding": null
},
"unity_vfx_connect_slots": {
"title": "Connect VFX Slots",
"description": "Connect output slot of one node to input slot of another (operator->block, parameter->operator, etc.)",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset",
"type": "string"
},
"sourceNodeIndex": {
"description": "Index of source node",
"type": "number"
},
"sourceSlotIndex": {
"description": "Index of output slot on source",
"type": "number"
},
"targetNodeIndex": {
"description": "Index of target node (for blocks: contextIndex << 16 | blockIndex)",
"type": "number"
},
"targetSlotIndex": {
"description": "Index of input slot on target",
"type": "number"
},
"sourceType": {
"description": "Type of source node",
"default": "operator",
"type": "string",
"enum": [
"operator",
"parameter",
"context"
]
},
"targetType": {
"description": "Type of target node",
"default": "block",
"type": "string",
"enum": [
"operator",
"block"
]
}
},
"required": [
"vfxPath",
"sourceNodeIndex",
"sourceSlotIndex",
"targetNodeIndex",
"targetSlotIndex"
]
},
"embedding": null
},
"unity_vfx_set_attribute": {
"title": "Set VFX Block Attribute",
"description": "Set attribute value on a SetAttribute block (position, velocity, color, size, lifetime, etc.)",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset",
"type": "string"
},
"contextIndex": {
"description": "Index of context containing the block",
"type": "number"
},
"blockIndex": {
"description": "Index of SetAttribute block within context",
"type": "number"
},
"attribute": {
"description": "Attribute name (position, velocity, color, size, lifetime, alpha, angle, etc.)",
"type": "string"
},
"value": {
"description": "Value to set (e.g., \"1,2,3\" for vector, \"#FF0000\" for color, \"0.5\" for float)",
"type": "string"
},
"composition": {
"description": "How to combine with existing value",
"default": "overwrite",
"type": "string",
"enum": [
"overwrite",
"add",
"multiply",
"blend"
]
}
},
"required": [
"vfxPath",
"contextIndex",
"blockIndex",
"attribute",
"value"
]
},
"embedding": null
},
"unity_vfx_create_preset": {
"title": "Create VFX Preset",
"description": "Create a complete VFX Graph from preset (fire, smoke, sparks, trail, explosion)",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name for the VFX asset",
"type": "string"
},
"preset": {
"description": "Preset type",
"type": "string",
"enum": [
"fire",
"smoke",
"sparks",
"trail",
"explosion"
]
},
"folder": {
"description": "Folder to save the asset",
"default": "Assets/VFX",
"type": "string"
}
},
"required": [
"name",
"preset"
]
},
"embedding": null
},
"unity_vfx_configure_output": {
"title": "Configure VFX Output",
"description": "Configure VFX output context settings (texture, blend mode, soft particles, etc.)",
"category": "VFX",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset (e.g., \"Assets/VFX/Fire.vfx\")",
"type": "string"
},
"contextIndex": {
"description": "Index of the output context",
"type": "number"
},
"texture": {
"description": "Path to texture asset",
"type": "string"
},
"blendMode": {
"description": "Blend mode",
"type": "string",
"enum": [
"additive",
"alpha",
"premultiply",
"opaque",
"masked"
]
},
"softParticle": {
"description": "Enable soft particles",
"type": "boolean"
},
"castShadow": {
"description": "Cast shadows",
"type": "boolean"
},
"sortPriority": {
"description": "Sort priority",
"type": "number"
}
},
"required": [
"vfxPath",
"contextIndex"
]
},
"embedding": null
},
"unity_vfx_set_color_gradient": {
"title": "Set VFX Color Gradient",
"description": "Set color gradient for ColorOverLife or similar blocks",
"category": "Material",
"inputSchema": {
"type": "object",
"properties": {
"vfxPath": {
"description": "Path to VFX asset",
"type": "string"
},
"contextIndex": {
"description": "Index of the context containing the block",
"type": "number"
},
"blockIndex": {
"description": "Index of the ColorOverLife block",
"type": "number"
},
"colors": {
"description": "Array of hex colors (e.g., [\"#FF6600\", \"#FF0000\", \"#000000\"])",
"type": "array"
},
"times": {
"description": "Array of time values (0-1), defaults to evenly distributed",
"type": "array"
}
},
"required": [
"vfxPath",
"contextIndex",
"blockIndex",
"colors"
]
},
"embedding": null
},
"unity_setup_lighting_scenarios": {
"title": "Setup Lighting Scenarios",
"description": "💡 Create lighting scenarios for different moods - From dawn to midnight!",
"category": "Lighting",
"inputSchema": {
"type": "object",
"properties": {
"scenario": {
"description": "Time-of-day or studio lighting preset that drives directional light color, intensity, and ambient",
"default": "noon",
"type": "string",
"enum": [
"dawn",
"morning",
"noon",
"afternoon",
"sunset",
"dusk",
"night",
"midnight",
"studio",
"dramatic"
]
},
"ambientIntensity": {
"description": "Ambient light intensity",
"default": 1,
"type": "number"
},
"shadowStrength": {
"description": "Shadow strength (0-1)",
"default": 1,
"type": "number"
},
"colorTemperature": {
"description": "Light color temperature in Kelvin",
"default": 6500,
"type": "number"
},
"foggy": {
"description": "Add atmospheric fog",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_weather_system": {
"title": "Create Weather System",
"description": "🌦️ Create complete weather system with cinematic presets - One command for movie-quality weather!",
"category": "Weather",
"inputSchema": {
"type": "object",
"properties": {
"preset": {
"description": "Cinematic weather preset that configures particles, lighting, fog, and skybox",
"default": "sunny",
"type": "string",
"enum": [
"sunny",
"rainy",
"snowy",
"stormy",
"foggy",
"custom"
]
},
"intensity": {
"description": "Overall weather intensity (0-1)",
"default": 0.5,
"type": "number"
},
"transitionTime": {
"description": "Time to transition between weather states",
"default": 5,
"type": "number"
}
}
},
"embedding": null
},
"unity_set_weather_preset": {
"title": "Set Weather Preset",
"description": "Smoothly transition to a different weather preset",
"category": "Weather",
"inputSchema": {
"type": "object",
"properties": {
"preset": {
"description": "Target weather preset to smoothly transition the existing weather system to",
"type": "string",
"enum": [
"sunny",
"rainy",
"snowy",
"stormy",
"foggy"
]
},
"transitionTime": {
"description": "Transition duration in seconds",
"default": 5,
"type": "number"
}
},
"required": [
"preset"
]
},
"embedding": null
},
"unity_create_rain_effect": {
"title": "Create Rain Effect",
"description": "Create realistic rain effect with particle system",
"category": "Weather",
"inputSchema": {
"type": "object",
"properties": {
"intensity": {
"description": "Overall rain density and emission rate (0-1)",
"default": 0.5,
"type": "number"
},
"dropSize": {
"description": "Size of each rain drop particle in world units",
"default": 0.02,
"type": "number"
},
"dropSpeed": {
"description": "Vertical fall speed of rain drops in units per second",
"default": 10,
"type": "number"
},
"windStrength": {
"description": "Horizontal wind force applied to falling drops",
"default": 0,
"type": "number"
},
"rainArea": {
"description": "Box volume size for rain emitter as comma-separated \"x,y,z\"",
"default": "50,30,50",
"type": "string"
},
"useSplash": {
"description": "Spawn splash particles where drops hit the ground",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_snow_effect": {
"title": "Create Snow Effect",
"description": "Create snow effect with falling snowflakes",
"category": "Weather",
"inputSchema": {
"type": "object",
"properties": {
"intensity": {
"description": "Overall snowfall density and emission rate (0-1)",
"default": 0.3,
"type": "number"
},
"flakeSize": {
"description": "Min/max snowflake size as comma-separated \"min,max\" world units",
"default": "0.1,0.3",
"type": "string"
},
"fallSpeed": {
"description": "Vertical fall speed of snowflakes in units per second",
"default": 1,
"type": "number"
},
"turbulence": {
"description": "Random horizontal sway applied to snowflakes (0-1)",
"default": 0.5,
"type": "number"
},
"snowArea": {
"description": "Box volume size for snow emitter as comma-separated \"x,y,z\"",
"default": "50,20,50",
"type": "string"
},
"accumulation": {
"description": "Build up snow layer on ground meshes over time",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_wind_effect": {
"title": "Create Wind Effect",
"description": "Create wind effect affecting objects and particles",
"category": "Weather",
"inputSchema": {
"type": "object",
"properties": {
"strength": {
"description": "Base wind force magnitude applied to affected objects",
"default": 5,
"type": "number"
},
"direction": {
"description": "Wind direction as comma-separated normalized vector \"x,y,z\"",
"default": "1,0,0",
"type": "string"
},
"turbulence": {
"description": "Random variation added on top of the base wind direction (0-1)",
"default": 0.5,
"type": "number"
},
"gustFrequency": {
"description": "How often gusts occur, in Hz (gusts per second)",
"default": 0.2,
"type": "number"
},
"affectTrees": {
"description": "Apply wind to Unity Terrain trees via WindZone",
"default": true,
"type": "boolean"
},
"affectParticles": {
"description": "Apply wind force to particle systems in the scene",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_lightning_effect": {
"title": "Create Lightning Effect",
"description": "Create lightning strikes with flash effects",
"category": "Lighting",
"inputSchema": {
"type": "object",
"properties": {
"frequency": {
"description": "Lightning strike frequency in strikes per second",
"default": 0.1,
"type": "number"
},
"intensity": {
"description": "Brightness multiplier of the lightning flash light",
"default": 5,
"type": "number"
},
"duration": {
"description": "Duration of each lightning flash in seconds",
"default": 0.2,
"type": "number"
},
"color": {
"description": "Hex color of the lightning flash (e.g., \"#E0E0FF\")",
"default": "#E0E0FF",
"type": "string"
},
"minDelay": {
"description": "Minimum delay between strikes in seconds",
"default": 2,
"type": "number"
},
"maxDelay": {
"description": "Maximum delay between strikes in seconds",
"default": 10,
"type": "number"
},
"affectSkybox": {
"description": "Whether the lightning flash also brightens the skybox",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_thunderstorm": {
"title": "Create Thunderstorm",
"description": "Create complete thunderstorm with rain, wind, lightning and fog",
"category": "Weather",
"inputSchema": {
"type": "object",
"properties": {
"intensity": {
"description": "Overall thunderstorm intensity from 0 (light) to 1 (heavy)",
"default": 0.8,
"type": "number"
},
"windStrength": {
"description": "Wind strength affecting rain direction and particle motion",
"default": 10,
"type": "number"
},
"lightningFrequency": {
"description": "Lightning strikes per second during the storm",
"default": 0.2,
"type": "number"
},
"fogDensity": {
"description": "Density of atmospheric fog applied to the scene",
"default": 0.02,
"type": "number"
},
"duration": {
"description": "Duration in seconds (0 = continuous)",
"default": 0,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_time_of_day": {
"title": "Create Time of Day System",
"description": "Create dynamic day-night cycle with sun and moon movement",
"category": "TimeOfDay",
"inputSchema": {
"type": "object",
"properties": {
"startTime": {
"description": "Initial time of day in hours (0-24)",
"default": 12,
"type": "number"
},
"dayDuration": {
"description": "Duration of full day cycle in seconds",
"default": 60,
"type": "number"
},
"latitude": {
"description": "Latitude in degrees for sun positioning",
"default": 35,
"type": "number"
},
"longitude": {
"description": "Longitude in degrees for sun positioning",
"default": 0,
"type": "number"
},
"enableClouds": {
"description": "Enable procedural cloud rendering in the sky",
"default": true,
"type": "boolean"
},
"enableStars": {
"description": "Enable star rendering during night time",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_set_time_of_day": {
"title": "Set Time of Day",
"description": "Set specific time in the day-night cycle",
"category": "TimeOfDay",
"inputSchema": {
"type": "object",
"properties": {
"time": {
"description": "Target time (0-24 hours)",
"type": "number"
},
"instant": {
"description": "If true, jump to target time instantly without transition",
"default": false,
"type": "boolean"
},
"transitionDuration": {
"description": "Duration in seconds for the smooth time transition",
"default": 5,
"type": "number"
}
},
"required": [
"time"
]
},
"embedding": null
},
"unity_create_day_night_preset": {
"title": "Create Day Night Preset",
"description": "Apply preset lighting conditions for different environments",
"category": "TimeOfDay",
"inputSchema": {
"type": "object",
"properties": {
"preset": {
"description": "Environment preset that defines lighting and sky behavior",
"default": "Default",
"type": "string",
"enum": [
"Default",
"Tropical",
"Desert",
"Arctic",
"Urban"
]
},
"sunriseTime": {
"description": "Sunrise time in hours (0-24)",
"default": 6,
"type": "number"
},
"sunsetTime": {
"description": "Sunset time in hours (0-24)",
"default": 18,
"type": "number"
},
"sunriseColor": {
"description": "Hex color of the directional light at sunrise",
"default": "#FF8C42",
"type": "string"
},
"noonColor": {
"description": "Hex color of the directional light at noon",
"default": "#FFFFFF",
"type": "string"
},
"sunsetColor": {
"description": "Hex color of the directional light at sunset",
"default": "#FF6B35",
"type": "string"
},
"nightColor": {
"description": "Hex color of ambient lighting during night time",
"default": "#1E3A8A",
"type": "string"
}
}
},
"embedding": null
},
"unity_create_skybox_blend": {
"title": "Create Skybox Blend",
"description": "Blend between day and night skyboxes",
"category": "Lighting",
"inputSchema": {
"type": "object",
"properties": {
"daySkybox": {
"description": "Name of the daytime skybox material to use",
"default": "Default-Skybox",
"type": "string"
},
"nightSkybox": {
"description": "Name of the nighttime skybox material to use",
"default": "",
"type": "string"
},
"blendCurve": {
"description": "Curve type for blending between day and night skyboxes",
"default": "Smooth",
"type": "string",
"enum": [
"Linear",
"Smooth",
"Sharp"
]
},
"cloudSpeed": {
"description": "Movement speed of clouds across the skybox",
"default": 0.1,
"type": "number"
},
"cloudOpacity": {
"description": "Opacity of clouds in the skybox (0-1)",
"default": 0.5,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_skybox_from_image": {
"title": "Create Skybox from Image",
"description": "Create a Skybox from image(s). Supports: (1) Panoramic/HDRI - single 360° equirectangular image, (2) 6-Sided - six face textures, (3) Sphere/Dome - regular landscape photo on inverted sphere (best for non-360 photos)",
"category": "Lighting",
"inputSchema": {
"type": "object",
"properties": {
"type": {
"description": "Skybox type: panoramic/hdri for 360° image, 6sided/cubemap for 6 faces, sphere/dome/landscape for regular photos on inverted sphere",
"default": "panoramic",
"type": "string",
"enum": [
"panoramic",
"hdri",
"6sided",
"cubemap",
"sphere",
"dome",
"landscape"
]
},
"imagePath": {
"description": "Path to image. e.g., \"Assets/Textures/sky.jpg\"",
"type": "string"
},
"front": {
"description": "Front face texture path (for 6sided type)",
"type": "string"
},
"back": {
"description": "Back face texture path (for 6sided type)",
"type": "string"
},
"left": {
"description": "Left face texture path (for 6sided type)",
"type": "string"
},
"right": {
"description": "Right face texture path (for 6sided type)",
"type": "string"
},
"up": {
"description": "Up/Top face texture path (for 6sided type)",
"type": "string"
},
"down": {
"description": "Down/Bottom face texture path (for 6sided type)",
"type": "string"
},
"materialName": {
"description": "Name for the created material",
"default": "CustomSkybox",
"type": "string"
},
"exposure": {
"description": "Skybox brightness (0.1-8.0, for panoramic/6sided)",
"default": 1,
"type": "number"
},
"rotation": {
"description": "Skybox rotation in degrees (0-360)",
"default": 0,
"type": "number"
},
"applyToScene": {
"description": "Apply material to scene RenderSettings skybox (for sphere type)",
"default": false,
"type": "boolean"
},
"radius": {
"description": "Sphere radius (for sphere/dome type)",
"default": 500,
"type": "number"
},
"followCamera": {
"description": "Make sphere follow camera position (for sphere/dome type)",
"default": true,
"type": "boolean"
},
"objectName": {
"description": "GameObject name (for sphere/dome type)",
"default": "SkySphere",
"type": "string"
},
"applyToCamera": {
"description": "Apply material to MainCamera skybox (for sphere type)",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_time_event": {
"title": "Create Time Event",
"description": "Create events triggered at specific times",
"category": "TimeOfDay",
"inputSchema": {
"type": "object",
"properties": {
"eventName": {
"description": "Unique name identifier for the time event",
"type": "string"
},
"triggerTime": {
"description": "Time to trigger event (0-24)",
"type": "number"
},
"eventType": {
"description": "Event trigger type: Once fires single time, Daily fires every day",
"default": "Once",
"type": "string",
"enum": [
"Once",
"Daily"
]
},
"action": {
"description": "Action to perform (activate, deactivate, toggle)",
"type": "string"
},
"targetObject": {
"description": "GameObject to affect",
"type": "string"
}
},
"required": [
"eventName",
"triggerTime",
"action"
]
},
"embedding": null
},
"unity_search": {
"title": "Search Objects",
"description": "Search for objects in the scene",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"searchType": {
"description": "Type of search criterion to match GameObjects against",
"type": "string",
"enum": [
"name",
"tag",
"layer",
"component"
]
},
"query": {
"description": "Search query string matched against the selected searchType",
"type": "string"
},
"includeInactive": {
"description": "Include inactive GameObjects in the search results",
"default": false,
"type": "boolean"
}
},
"required": [
"searchType",
"query"
]
},
"embedding": null
},
"unity_get_scene_info": {
"title": "Get Scene Information",
"description": "Get comprehensive information about the current Unity scene including hierarchy, statistics, lighting, and cameras. Now includes detailed Transform data (world/local position, rotation, scale) and RectTransform data (anchors, pivot, sizeDelta, rect) for all GameObjects. WARNING: Can return large response (>1MB) for complex scenes. For large scenes, use unity_get_scene_summary instead.",
"category": "Scene",
"inputSchema": null,
"embedding": null
},
"unity_get_scene_summary": {
"title": "Get Scene Summary (Lightweight)",
"description": "Get lightweight scene overview (<200KB). Returns: scene name, GameObject count, cameras, lights, root GameObjects list (max 50). Recommended for large scenes instead of unity_get_scene_info.",
"category": "Scene",
"inputSchema": null,
"embedding": null
},
"unity_get_gameobjects_list": {
"title": "Get Filtered GameObjects List",
"description": "Get filtered list of GameObjects (<50KB). Returns GameObject names, IDs, paths, layers, tags. Supports filters: layer, tag, name (contains), activeOnly. Max 100 results.",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"layerFilter": {
"description": "Filter by layer name (e.g. \"UI\", \"Default\")",
"type": "string"
},
"tagFilter": {
"description": "Filter by tag (e.g. \"Player\", \"Enemy\")",
"type": "string"
},
"nameFilter": {
"description": "Filter by name (contains, case-sensitive)",
"type": "string"
},
"activeOnly": {
"description": "Only return active GameObjects",
"type": "boolean"
},
"maxCount": {
"description": "Maximum number of results (default: 100)",
"default": 100,
"type": "number"
}
}
},
"embedding": null
},
"unity_get_gameobject_detail": {
"title": "Get GameObject Detailed Information",
"description": "Get detailed information for a specific GameObject (<10KB). Returns: transform, components with details, children, parent. Find GameObject by name or instanceId (use unity_get_gameobjects_list first to get IDs).",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"nameOrId": {
"description": "GameObject name or instanceId (from unity_get_gameobjects_list)",
"type": "string"
}
},
"required": [
"nameOrId"
]
},
"embedding": null
},
"unity_get_scene_changes_since": {
"title": "Get Incremental Scene Changes",
"description": "Get scene changes since a timestamp. Returns: added, removed, modified GameObjects. Use for efficient scene monitoring. On first call or if timestamp too old, returns full scene summary.",
"category": "Scene",
"inputSchema": {
"type": "object",
"properties": {
"timestamp": {
"description": "ISO 8601 timestamp (e.g. \"2025-01-15T12:00:00Z\"). Use current time on first call, then use returned timestamp for next call.",
"type": "string"
}
},
"required": [
"timestamp"
]
},
"embedding": null
},
"unity_capture_game_view": {
"title": "Capture Game View Screenshot",
"description": "Capture a screenshot of the Unity Game View including all Canvas/UI elements. WORKFLOW: 1) Call this tool → returns \"status: pending\" if Play mode transition needed. 2) DO NOT CALL ANY OTHER TOOLS. WAIT EXACTLY 3 SECONDS. This is REQUIRED for Play mode transition and rendering stabilization. 3) After 3 seconds, call unity_get_screenshot_result to retrieve the actual screenshot path and resolution. CRITICAL: The screenshot is NOT complete until you retrieve the result with unity_get_screenshot_re",
"category": "Screenshot",
"inputSchema": {
"type": "object",
"properties": {
"filename": {
"description": "Output filename (default: GameView_timestamp.png)",
"type": "string"
},
"path": {
"description": "Output directory path",
"default": "Assets/Screenshots",
"type": "string"
}
}
},
"embedding": null
},
"unity_capture_scene_view": {
"title": "Capture Scene View Screenshot",
"description": "Capture a screenshot of the Unity Scene View. The image is saved to Assets/Screenshots and can be analyzed by Claude Vision. Returns the file path for immediate analysis.",
"category": "Scene",
"inputSchema": {
"type": "object",
"properties": {
"filename": {
"description": "Output filename (default: SceneView_timestamp.png)",
"type": "string"
},
"path": {
"description": "Output directory path",
"default": "Assets/Screenshots",
"type": "string"
}
}
},
"embedding": null
},
"unity_capture_region": {
"title": "Capture Specific Region Screenshot",
"description": "Capture a screenshot of a specific region within Unity Game View or Scene View. Useful for capturing specific UI elements or areas. WORKFLOW for view=\"game\": 1) Call this tool → returns \"status: pending\" if Play mode transition needed. 2) DO NOT CALL ANY OTHER TOOLS. WAIT EXACTLY 3 SECONDS for Play mode transition and rendering stabilization. 3) After 3 seconds, call unity_get_screenshot_result to retrieve result. CRITICAL: The capture is NOT complete until you retrieve the result with unity_get",
"category": "Screenshot",
"inputSchema": {
"type": "object",
"properties": {
"x": {
"description": "X coordinate of the region (top-left corner)",
"type": "number"
},
"y": {
"description": "Y coordinate of the region (top-left corner)",
"type": "number"
},
"width": {
"description": "Width of the region in pixels",
"type": "number"
},
"height": {
"description": "Height of the region in pixels",
"type": "number"
},
"view": {
"description": "Which view to capture from: \"game\" (includes Canvas/UI, auto Play mode if needed) or \"scene\" (3D view only, works in Edit mode)",
"default": "game",
"type": "string",
"enum": [
"game",
"scene"
]
},
"filename": {
"description": "Output filename (default: Region_timestamp.png)",
"type": "string"
},
"path": {
"description": "Output directory path",
"default": "Assets/Screenshots",
"type": "string"
}
},
"required": [
"x",
"y",
"width",
"height"
]
},
"embedding": null
},
"unity_get_screenshot_result": {
"title": "Get Screenshot Result",
"description": "Retrieve the result of a screenshot capture operation that required Play mode transition. WORKFLOW: When unity_capture_game_view or unity_capture_region returns {\"status\": \"pending\"}, Unity is entering Play mode to capture Canvas/UI. Wait EXACTLY 3 SECONDS, then call THIS tool to retrieve the actual screenshot result including file path, width, and height. Returns {\"status\": \"capturing\"} if still in progress (you called too early - wait more), {\"status\": \"no_result\"} if no capture pending.",
"category": "Screenshot",
"inputSchema": null,
"embedding": null
},
"unity_capture_grid": {
"title": "Capture Game View as Grid",
"description": "Automatically split and capture the Game View into a grid of multiple screenshots. Useful for analyzing different areas of the UI systematically. WORKFLOW: 1) Call this tool with grid size (e.g., \"2x2\", \"3x3\"). 2) If returns \"status: pending\", WAIT EXACTLY 3 SECONDS for Play mode transition. 3) Call unity_get_screenshot_result to retrieve all grid files. Returns multiple image files (one for each grid cell) with their positions.",
"category": "Screenshot",
"inputSchema": {
"type": "object",
"properties": {
"grid": {
"description": "Grid size in format \"2x2\", \"3x3\", \"4x4\", etc. (max 5x5). Each cell will be saved as a separate file.",
"type": "string"
},
"basename": {
"description": "Base name for output files (default: Grid_timestamp). Files will be named basename_r0_c0.png, basename_r0_c1.png, etc.",
"type": "string"
},
"path": {
"description": "Output directory path",
"default": "Assets/Screenshots",
"type": "string"
}
},
"required": [
"grid"
]
},
"embedding": null
},
"unity_capture_ui_element": {
"title": "Capture Specific UI Element",
"description": "Capture a specific UI element by its GameObject name. Automatically finds the element, calculates its screen bounds, and captures just that region. WORKFLOW: 1) Call this tool with the GameObject name (e.g., \"MoveButton\", \"HealthBar\"). 2) If returns \"status: pending\", WAIT EXACTLY 3 SECONDS for Play mode transition. 3) Call unity_get_screenshot_result to retrieve the captured element. Works with Canvas Overlay, Camera, and World Space render modes.",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"elementName": {
"description": "GameObject name of the UI element to capture (e.g., \"MoveButton\", \"CharacterNameText\")",
"type": "string"
},
"filename": {
"description": "Output filename (default: UIElement_{elementName}_timestamp.png)",
"type": "string"
},
"path": {
"description": "Output directory path",
"default": "Assets/Screenshots",
"type": "string"
}
},
"required": [
"elementName"
]
},
"embedding": null
},
"unity_force_refresh_assets": {
"title": "Force Refresh Assets",
"description": "Force Unity to refresh the asset database and recompile scripts. IMPORTANT: Before using this tool after editing .cs files, always run unity_analyze_console_logs with logType:\"error\" to check for syntax/compile errors. If errors exist, fix them first. Only refresh when error-free. Essential after modifying .cs files to ensure changes are recognized before invoking methods.",
"category": "Editor",
"inputSchema": {
"type": "object",
"properties": {
"importMode": {
"description": "Import mode: \"default\" (normal refresh), \"force\" (force reimport all), \"forcesynchronous\" (force reimport and wait for completion)",
"default": "default",
"type": "string",
"enum": [
"default",
"force",
"forcesynchronous"
]
}
}
},
"embedding": null
},
"unity_invoke_context_menu": {
"title": "Invoke ContextMenu Method",
"description": "Invoke a method decorated with [ContextMenu] attribute on a component. Perfect for triggering custom editor actions like BuildLayout(), GenerateUI(), etc. WORKFLOW: 1) Edit code 2) unity_analyze_console_logs(error) 3) Fix errors if any 4) unity_force_refresh_assets 5) unity_analyze_console_logs(error) 6) Use this tool. This ensures error-free execution.",
"category": "Editor",
"inputSchema": {
"type": "object",
"properties": {
"componentName": {
"description": "Name of the component class (e.g., \"HomeScreenFlexLayout\")",
"type": "string"
},
"methodName": {
"description": "Name of the method to invoke (e.g., \"BuildLayout\")",
"type": "string"
},
"gameObjectName": {
"description": "Name of the GameObject containing the component (optional, will search scene if not provided)",
"type": "string"
}
},
"required": [
"componentName",
"methodName"
]
},
"embedding": null
},
"unity_execute_menu_item": {
"title": "Execute Menu Item",
"description": "Execute a Unity Editor menu item by its path. Use this to trigger any Unity menu action programmatically. Examples: \"Edit/Preferences\", \"Window/Package Manager\", \"Assets/Refresh\", \"File/Save Project\", \"Tools/Synaptic Pro/AI Reconnect\".",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"menuPath": {
"description": "The full menu path to execute (e.g., \"Edit/Preferences\", \"Window/Package Manager\", \"Assets/Refresh\")",
"type": "string"
}
},
"required": [
"menuPath"
]
},
"embedding": null
},
"unity_run_csharp": {
"title": "Run C# Code",
"description": "Execute arbitrary C# code against the running Unity Editor (equivalent of Blender's run_python). UnityEngine / UnityEditor / System.Linq / Newtonsoft.Json are pre-imported. Use this as an escape hatch when no dedicated tool covers the operation. Examples: \"AssetDatabase.SaveAssets(); return \\\"saved\\\";\", \"GameObject.Find(\\\"Cube\\\").transform.position = new Vector3(1,2,3);\", \"return Selection.activeGameObject?.name;\". Does NOT trigger an AssemblyReload — the HTTP/WebSocket connection stays alive.",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"code": {
"description": "C# code to execute. Can be a single expression (\"1+1\") or statements (\"var go = new GameObject(\\\"X\\\"); return go.name;\"). Pre-imported namespaces: System, System.Linq, System.Collections.Generic, UnityEngine, UnityEditor.",
"type": "string"
}
},
"required": [
"code"
]
},
"embedding": null
},
"unity_get_inspector_info": {
"title": "Get Inspector Information",
"description": "Get detailed inspector information for a specific GameObject, including all components, properties, and values",
"category": "Editor",
"inputSchema": {
"type": "object",
"properties": {
"gameObjectName": {
"description": "Name of the GameObject to inspect",
"type": "string"
},
"includePrivateFields": {
"description": "Include private/protected fields in inspection",
"default": false,
"type": "boolean"
},
"includeEvents": {
"description": "Include UnityEvent information",
"default": false,
"type": "boolean"
},
"componentFilter": {
"description": "Filter by specific component type (e.g., \"Transform\", \"Rigidbody\")",
"type": "string"
}
},
"required": [
"gameObjectName"
]
},
"embedding": null
},
"unity_get_selected_object_info": {
"title": "Get Selected Object Inspector Info",
"description": "Get detailed inspector information for the currently selected GameObject in the Unity Editor",
"category": "Editor",
"inputSchema": {
"type": "object",
"properties": {
"includePrivateFields": {
"description": "Include private/protected fields in inspection",
"default": false,
"type": "boolean"
},
"includeEvents": {
"description": "Include UnityEvent information",
"default": false,
"type": "boolean"
},
"componentFilter": {
"description": "Filter by specific component type",
"type": "string"
}
}
},
"embedding": null
},
"unity_get_component_details": {
"title": "Get Component Details",
"description": "Get detailed information about a specific component on a GameObject, including all serialized properties",
"category": "Editor",
"inputSchema": {
"type": "object",
"properties": {
"gameObjectName": {
"description": "Name of the GameObject",
"type": "string"
},
"componentType": {
"description": "Type of the component (e.g., \"Transform\", \"Rigidbody\", \"BoxCollider\")",
"type": "string"
},
"includeSerializedProperties": {
"description": "Include all serialized properties",
"default": true,
"type": "boolean"
}
},
"required": [
"gameObjectName",
"componentType"
]
},
"embedding": null
},
"unity_console": {
"title": "Console Operations",
"description": "Unity console log count and basic info retrieval",
"category": "Editor",
"inputSchema": {
"type": "object",
"properties": {
"operation": {
"description": "Console operation to perform: read logs or clear them",
"default": "read",
"type": "string",
"enum": [
"read",
"clear"
]
},
"logType": {
"description": "Filter logs by type or return all",
"default": "all",
"type": "string",
"enum": [
"all",
"info",
"warning",
"error"
]
},
"limit": {
"description": "Maximum number of log entries to return",
"default": 50,
"type": "number"
}
}
},
"embedding": null
},
"unity_analyze_console_logs": {
"title": "Analyze Console Logs",
"description": "Detailed analysis of Unity console logs with file paths, line numbers and stack traces. CRITICAL: Always use this BEFORE unity_force_refresh_assets when you edit .cs files - check for syntax/compile errors with logType:\"error\". This prevents compilation failures and ensures clean workflows. Returns detailed error info including file paths and line numbers for easy fixing.",
"category": "Editor",
"inputSchema": {
"type": "object",
"properties": {
"logType": {
"description": "Filter Unity console logs by severity level",
"default": "error",
"type": "string",
"enum": [
"all",
"error",
"warning",
"log"
]
},
"limit": {
"description": "Maximum number of log entries to analyze and return",
"default": 10,
"type": "number"
},
"includeStackTrace": {
"description": "Include full stack trace information in the analysis output",
"default": true,
"type": "boolean"
},
"operation": {
"description": "Operation mode for console log analysis",
"default": "analyze",
"type": "string",
"enum": [
"analyze"
]
}
}
},
"embedding": null
},
"unity_list_packages": {
"title": "List Packages",
"description": "List all installed Unity packages",
"category": "Package",
"inputSchema": {
"type": "object",
"properties": {
"filter": {
"description": "Package list filter: all packages or only offline cached",
"default": "all",
"type": "string",
"enum": [
"all",
"offline"
]
}
}
},
"embedding": null
},
"unity_install_package": {
"title": "Install Package",
"description": "Install a Unity package",
"category": "Package",
"inputSchema": {
"type": "object",
"properties": {
"packageId": {
"description": "Package identifier (e.g., com.unity.ai.navigation)",
"type": "string"
}
},
"required": [
"packageId"
]
},
"embedding": null
},
"unity_remove_package": {
"title": "Remove Package",
"description": "Remove an installed Unity package",
"category": "Transform",
"inputSchema": {
"type": "object",
"properties": {
"packageName": {
"description": "Package name (e.g., com.unity.ai.navigation)",
"type": "string"
}
},
"required": [
"packageName"
]
},
"embedding": null
},
"unity_check_package": {
"title": "Check Package",
"description": "Check if a package is installed",
"category": "Package",
"inputSchema": {
"type": "object",
"properties": {
"packageName": {
"description": "Package name to check",
"type": "string"
}
},
"required": [
"packageName"
]
},
"embedding": null
},
"unity_place_objects": {
"title": "Place Objects",
"description": "Place multiple objects with pattern",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"prefab": {
"description": "Prefab asset path or name to instantiate (e.g., Assets/Prefabs/Tree.prefab)",
"type": "string"
},
"pattern": {
"description": "Placement pattern: grid layout, circle ring, straight line, or random scatter",
"type": "string",
"enum": [
"grid",
"circle",
"line",
"random"
]
},
"count": {
"description": "Total number of prefab instances to place in the scene",
"type": "number"
},
"spacing": {
"description": "Distance in Unity world units between placed objects",
"default": 1,
"type": "number"
}
},
"required": [
"prefab",
"pattern",
"count"
]
},
"embedding": null
},
"unity_get_operation_history": {
"title": "Get Operation History",
"description": "Get history of Unity operations",
"category": "Monitoring",
"inputSchema": {
"type": "object",
"properties": {
"count": {
"description": "Maximum number of recent operation history entries to return",
"default": 10,
"type": "number"
}
}
},
"embedding": null
},
"unity_undo_operation": {
"title": "Undo Operation",
"description": "Undo last Unity operation",
"category": "Utility",
"inputSchema": null,
"embedding": null
},
"unity_redo_operation": {
"title": "Redo Operation",
"description": "Redo previously undone operation",
"category": "Utility",
"inputSchema": null,
"embedding": null
},
"unity_create_checkpoint": {
"title": "Create Checkpoint",
"description": "Create a checkpoint to restore later",
"category": "Monitoring",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Unique checkpoint name used later to restore the saved Unity scene state",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_restore_checkpoint": {
"title": "Restore Checkpoint",
"description": "Restore a previously created checkpoint",
"category": "Monitoring",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of a previously created checkpoint to roll the scene back to",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_monitor_play_state": {
"title": "Monitor Play State",
"description": "Monitor Unity play mode state changes",
"category": "Monitoring",
"inputSchema": {
"type": "object",
"properties": {
"enable": {
"description": "Enable or disable monitoring of Unity Editor play mode state transitions",
"type": "boolean"
}
},
"required": [
"enable"
]
},
"embedding": null
},
"unity_monitor_file_changes": {
"title": "Monitor File Changes",
"description": "Monitor file changes in the project",
"category": "Monitoring",
"inputSchema": {
"type": "object",
"properties": {
"enable": {
"description": "Enable or disable file change monitoring for the Unity project asset folders",
"type": "boolean"
},
"folders": {
"description": "List of folder paths under Assets to watch; defaults to entire Assets folder",
"type": "array"
}
},
"required": [
"enable"
]
},
"embedding": null
},
"unity_monitor_compile": {
"title": "Monitor Compilation",
"description": "Monitor script compilation events",
"category": "Monitoring",
"inputSchema": {
"type": "object",
"properties": {
"enable": {
"description": "Enable or disable monitoring of Unity script compilation start and finish events",
"type": "boolean"
}
},
"required": [
"enable"
]
},
"embedding": null
},
"unity_subscribe_events": {
"title": "Subscribe to Events",
"description": "Subscribe to Unity events",
"category": "Monitoring",
"inputSchema": {
"type": "object",
"properties": {
"events": {
"description": "List of Unity event names to subscribe to (e.g., playModeStateChanged, hierarchyChanged)",
"type": "array"
}
},
"required": [
"events"
]
},
"embedding": null
},
"unity_get_events": {
"title": "Get Events",
"description": "Get recent Unity events",
"category": "Monitoring",
"inputSchema": {
"type": "object",
"properties": {
"count": {
"description": "Maximum number of most recent Unity events to retrieve",
"default": 10,
"type": "number"
}
}
},
"embedding": null
},
"unity_get_monitoring_status": {
"title": "Get Monitoring Status",
"description": "Get current monitoring status",
"category": "Monitoring",
"inputSchema": null,
"embedding": null
},
"unity_get_build_settings": {
"title": "Get Build Settings",
"description": "Get Unity build settings",
"category": "Build",
"inputSchema": null,
"embedding": null
},
"unity_get_player_settings": {
"title": "Get Player Settings",
"description": "Get Unity player settings",
"category": "Build",
"inputSchema": null,
"embedding": null
},
"unity_get_quality_settings": {
"title": "Get Quality Settings",
"description": "Get Unity quality settings",
"category": "Build",
"inputSchema": null,
"embedding": null
},
"unity_get_input_settings": {
"title": "Get Input Settings",
"description": "Get Unity input settings",
"category": "Input",
"inputSchema": null,
"embedding": null
},
"unity_get_physics_settings": {
"title": "Get Physics Settings",
"description": "Get Unity physics settings",
"category": "Physics",
"inputSchema": null,
"embedding": null
},
"unity_get_project_summary": {
"title": "Get Project Summary",
"description": "Get overall project summary",
"category": "Build",
"inputSchema": null,
"embedding": null
},
"unity_list_assets": {
"title": "List Assets",
"description": "List assets in the project",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Project-relative folder path to list assets from (e.g., Assets/Prefabs)",
"default": "Assets",
"type": "string"
},
"type": {
"description": "Optional Unity asset type filter such as Prefab, Material, Texture2D, or Script",
"type": "string"
},
"recursive": {
"description": "Recursively include assets in all subfolders under the given path",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_search_prefabs_by_component": {
"title": "Search Prefabs by Component",
"description": "🔍 Search for prefabs containing specific component(s). Useful for finding all prefabs with Rigidbody, Collider, custom scripts, etc.",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"componentName": {
"description": "Component name to search for (e.g., \"Rigidbody\", \"AudioSource\")",
"type": "string"
},
"searchPath": {
"description": "Directory to search in",
"default": "Assets",
"type": "string"
},
"recursive": {
"description": "Search recursively",
"default": true,
"type": "boolean"
},
"includeDisabled": {
"description": "Include disabled components",
"default": true,
"type": "boolean"
}
},
"required": [
"componentName"
]
},
"embedding": null
},
"unity_find_material_usage": {
"title": "Find Material Usage",
"description": "🎨 Find all GameObjects, prefabs, and renderers using a specific material. Shows where materials are referenced in the project.",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"materialPath": {
"description": "Material path (e.g., Assets/Materials/Wood.mat)",
"type": "string"
},
"materialName": {
"description": "Material name (alternative to path)",
"type": "string"
},
"searchInScenes": {
"description": "Search in currently loaded scenes",
"default": true,
"type": "boolean"
},
"searchInPrefabs": {
"description": "Search in all prefabs",
"default": true,
"type": "boolean"
}
},
"required": [
"materialPath"
]
},
"embedding": null
},
"unity_find_texture_usage": {
"title": "Find Texture Usage",
"description": "🖼️ Find all materials and shaders using a specific texture. Useful for understanding texture dependencies.",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"texturePath": {
"description": "Texture path (e.g., Assets/Textures/Brick.png)",
"type": "string"
},
"textureName": {
"description": "Texture name (alternative to path)",
"type": "string"
},
"includeShaderProperties": {
"description": "Show which shader properties use this texture",
"default": true,
"type": "boolean"
}
},
"required": [
"texturePath"
]
},
"embedding": null
},
"unity_get_asset_dependencies": {
"title": "Get Asset Dependencies",
"description": "🔗 Get all dependencies of an asset (textures, materials, scripts, etc.). Shows complete dependency tree.",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"assetPath": {
"description": "Asset path (e.g., Assets/Prefabs/Player.prefab)",
"type": "string"
},
"recursive": {
"description": "Get recursive dependencies",
"default": true,
"type": "boolean"
},
"includeBuiltIn": {
"description": "Include built-in Unity assets",
"default": false,
"type": "boolean"
},
"groupByType": {
"description": "Group results by asset type",
"default": true,
"type": "boolean"
}
},
"required": [
"assetPath"
]
},
"embedding": null
},
"unity_find_missing_references": {
"title": "Find Missing References",
"description": "⚠️ Find missing scripts, materials, textures, and other references in scenes and prefabs. Critical for project cleanup.",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"searchPath": {
"description": "Directory to search in",
"default": "Assets",
"type": "string"
},
"types": {
"description": "Types to check",
"default": "['all']",
"type": "array"
},
"searchInScenes": {
"description": "Search in currently loaded scenes",
"default": true,
"type": "boolean"
},
"searchInPrefabs": {
"description": "Search in all prefabs",
"default": true,
"type": "boolean"
},
"includeChildren": {
"description": "Check child objects",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_check_folder": {
"title": "Check Folder",
"description": "Check if folder exists",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Project-relative folder path to check for existence (e.g., Assets/Prefabs)",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_create_folder": {
"title": "Create Folder",
"description": "Create a new folder",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Project-relative path of the new folder to create (e.g., Assets/MyNewFolder)",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_list_folders": {
"title": "List Folders",
"description": "List folders in a path",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Project-relative path to enumerate child folders under (defaults to project root Assets)",
"default": "Assets",
"type": "string"
}
}
},
"embedding": null
},
"unity_duplicate_gameobject": {
"title": "Duplicate GameObject",
"description": "Duplicate an existing GameObject",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"gameObject": {
"description": "Name or hierarchy path of the source GameObject in the active scene to duplicate",
"type": "string"
},
"newName": {
"description": "Optional name for the duplicated GameObject; defaults to source name with (Clone) suffix",
"type": "string"
}
},
"required": [
"gameObject"
]
},
"embedding": null
},
"unity_find_gameobjects_by_component": {
"title": "Find GameObjects by Component",
"description": "Find all GameObjects with specific component",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"componentType": {
"description": "Unity component type name to search for (e.g., Rigidbody, AudioSource, MeshRenderer)",
"type": "string"
},
"includeInactive": {
"description": "Whether to include inactive GameObjects in the scene search results",
"default": false,
"type": "boolean"
}
},
"required": [
"componentType"
]
},
"embedding": null
},
"unity_cleanup_empty_objects": {
"title": "Cleanup Empty Objects",
"description": "Remove empty GameObjects from scene",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"dryRun": {
"description": "When true, only report empty GameObjects that would be removed without modifying the scene",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_group_gameobjects": {
"title": "Group GameObjects",
"description": "Group multiple GameObjects under a parent",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"gameObjects": {
"description": "Names of GameObjects to group",
"type": "array"
},
"parentName": {
"description": "Name for the parent group",
"type": "string"
}
},
"required": [
"gameObjects",
"parentName"
]
},
"embedding": null
},
"unity_rename_asset": {
"title": "Rename Asset",
"description": "Rename an asset file",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"oldPath": {
"description": "Current asset path",
"type": "string"
},
"newName": {
"description": "New name for the asset",
"type": "string"
}
},
"required": [
"oldPath",
"newName"
]
},
"embedding": null
},
"unity_move_asset": {
"title": "Move Asset",
"description": "Move an asset to a different folder",
"category": "Transform",
"inputSchema": {
"type": "object",
"properties": {
"sourcePath": {
"description": "Current asset path",
"type": "string"
},
"destinationFolder": {
"description": "Destination folder path",
"type": "string"
}
},
"required": [
"sourcePath",
"destinationFolder"
]
},
"embedding": null
},
"unity_delete_asset": {
"title": "Delete Asset",
"description": "Delete an asset from the project",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"assetPath": {
"description": "Path of asset to delete",
"type": "string"
},
"moveToTrash": {
"description": "Move to trash instead of permanent delete",
"default": true,
"type": "boolean"
}
},
"required": [
"assetPath"
]
},
"embedding": null
},
"unity_pause_scene": {
"title": "Pause Scene",
"description": "Pause or unpause the scene view",
"category": "Scene",
"inputSchema": {
"type": "object",
"properties": {
"pause": {
"description": "True to pause, false to unpause",
"type": "boolean"
}
},
"required": [
"pause"
]
},
"embedding": null
},
"unity_optimize_textures_batch": {
"title": "Optimize All Textures in Folder",
"description": "Analyze and report draw call optimization opportunities",
"category": "Optimization",
"inputSchema": {
"type": "object",
"properties": {
"folder": {
"description": "Folder path to search for textures",
"default": "Assets",
"type": "string"
},
"maxTextureSize": {
"description": "Maximum texture size (256, 512, 1024, 2048, 4096)",
"type": "number"
},
"compressionQuality": {
"description": "Compression quality level",
"type": "string",
"enum": [
"low",
"normal",
"high"
]
}
}
},
"embedding": null
},
"unity_analyze_draw_calls": {
"title": "Analyze Draw Calls",
"description": "Analyze and report draw call optimization opportunities",
"category": "Optimization",
"inputSchema": null,
"embedding": null
},
"unity_create_project_snapshot": {
"title": "Create Project Snapshot",
"description": "Create a snapshot of the current project state",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Unique name for the project snapshot capturing the current Unity project state",
"type": "string"
},
"description": {
"description": "Optional human-readable description explaining the purpose of this snapshot",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_analyze_dependencies": {
"title": "Analyze Asset Dependencies",
"description": "Analyze and visualize asset dependencies in the project",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"assetPath": {
"description": "Specific asset to analyze (optional, analyzes all if not specified)",
"type": "string"
},
"maxDepth": {
"description": "Maximum depth of dependency tree",
"default": 3,
"type": "number"
},
"includePackages": {
"description": "Include package dependencies",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_export_project_structure": {
"title": "Export Project Structure",
"description": "Export project folder structure",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"format": {
"description": "Output format for the exported project folder structure: json data, ASCII tree, or csv table",
"default": "tree",
"type": "string",
"enum": [
"json",
"tree",
"csv"
]
},
"includeFileSize": {
"description": "Whether to include file size information for each asset in the exported structure",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_export_package": {
"title": "Export Unity Package",
"description": "Export assets as a .unitypackage file. Useful for distributing assets or creating backups.",
"category": "Package",
"inputSchema": {
"type": "object",
"properties": {
"assetPaths": {
"description": "Comma-separated asset paths to include (e.g., \"Assets/MyFolder,Assets/Scripts\")",
"type": "string"
},
"outputPath": {
"description": "Full output path including filename (optional, defaults to Desktop)",
"type": "string"
},
"includeDependencies": {
"description": "Include asset dependencies",
"default": true,
"type": "boolean"
}
},
"required": [
"assetPaths"
]
},
"embedding": null
},
"unity_validate_naming_conventions": {
"title": "Validate Naming Conventions",
"description": "Check if project assets follow naming conventions",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"checkPascalCase": {
"description": "Check PascalCase for scripts",
"default": true,
"type": "boolean"
},
"checkCamelCase": {
"description": "Check camelCase for variables",
"default": true,
"type": "boolean"
},
"checkUnderscores": {
"description": "Check for underscores in names",
"default": true,
"type": "boolean"
},
"customPatterns": {
"description": "Custom regex patterns to check",
"type": "array"
}
}
},
"embedding": null
},
"unity_extract_all_text": {
"title": "Extract All Text",
"description": "Extract all text content from the project for localization or AI training",
"category": "Batch",
"inputSchema": {
"type": "object",
"properties": {
"includeScripts": {
"description": "Extract text from scripts",
"default": true,
"type": "boolean"
},
"includeUI": {
"description": "Extract text from UI elements",
"default": true,
"type": "boolean"
},
"includeComments": {
"description": "Include code comments",
"default": true,
"type": "boolean"
},
"format": {
"description": "Output format: json, txt, csv",
"default": "json",
"type": "string"
}
}
},
"embedding": null
},
"unity_batch_rename": {
"title": "Batch Rename Multiple Assets",
"description": "Rename multiple assets at once using search/replace patterns or regex.",
"category": "Batch",
"inputSchema": {
"type": "object",
"properties": {
"searchPattern": {
"description": "Text to search for in asset names",
"type": "string"
},
"replacePattern": {
"description": "Text to replace with",
"type": "string"
},
"scope": {
"description": "Where to search: selected assets, specific folder, or entire project",
"default": "folder",
"type": "string",
"enum": [
"selected",
"folder",
"project"
]
},
"folderPath": {
"description": "Folder path (required if scope is \"folder\")",
"type": "string"
},
"useRegex": {
"description": "Treat searchPattern as regex",
"default": false,
"type": "boolean"
},
"caseSensitive": {
"description": "Whether the search pattern matching should be case sensitive when locating asset names",
"default": true,
"type": "boolean"
},
"dryRun": {
"description": "Preview changes without applying (recommended first)",
"default": true,
"type": "boolean"
}
},
"required": [
"searchPattern",
"replacePattern"
]
},
"embedding": null
},
"unity_batch_import_settings": {
"title": "Batch Apply Import Settings",
"description": "Apply import settings to all assets of a type in a folder.",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"assetType": {
"description": "Type of assets to modify",
"type": "string",
"enum": [
"texture",
"model",
"audio"
]
},
"folder": {
"description": "Target folder path",
"type": "string"
},
"includeSubfolders": {
"description": "Include assets in subfolders",
"default": true,
"type": "boolean"
}
},
"required": [
"assetType",
"folder"
]
},
"embedding": null
},
"unity_batch_prefab_update": {
"title": "Batch Update Multiple Prefabs",
"description": "Add, remove, or modify components on multiple prefabs at once.",
"category": "Batch",
"inputSchema": {
"type": "object",
"properties": {
"prefabFolder": {
"description": "Folder containing prefabs",
"type": "string"
},
"componentType": {
"description": "Component type name (e.g., Rigidbody, BoxCollider, AudioSource)",
"type": "string"
},
"operation": {
"description": "What to do with the component",
"type": "string",
"enum": [
"add",
"remove",
"modify"
]
},
"properties": {
"description": "Properties to set if operation is \"modify\"",
"type": "string"
}
},
"required": [
"prefabFolder",
"componentType",
"operation"
]
},
"embedding": null
},
"unity_batch_material_apply": {
"title": "Batch Apply Material to Multiple Objects",
"description": "Apply a material to multiple objects at once.",
"category": "Batch",
"inputSchema": {
"type": "object",
"properties": {
"materialPath": {
"description": "Path to the material asset (e.g., Assets/Materials/MyMaterial.mat)",
"type": "string"
},
"targetObjects": {
"description": "Comma-separated list of specific object names",
"type": "string"
},
"searchPattern": {
"description": "Find objects by name pattern (supports regex)",
"type": "string"
},
"searchScope": {
"description": "Where to search for objects",
"default": "scene",
"type": "string",
"enum": [
"scene",
"selected",
"children"
]
},
"replaceAll": {
"description": "Replace all materials on each renderer",
"default": true,
"type": "boolean"
}
},
"required": [
"materialPath"
]
},
"embedding": null
},
"unity_batch_prefab_create": {
"title": "Batch Create Prefabs from Objects",
"description": "Find assets that are not referenced in the project",
"category": "Batch",
"inputSchema": {
"type": "object",
"properties": {
"sourceObjects": {
"description": "Comma-separated list of object names",
"type": "string"
},
"searchPattern": {
"description": "Find objects by name pattern (supports regex)",
"type": "string"
},
"outputFolder": {
"description": "Folder to save prefabs",
"default": "Assets/Prefabs",
"type": "string"
},
"namingPattern": {
"description": "Prefab naming pattern. {name} = original name",
"default": "{name}_Prefab",
"type": "string"
},
"createVariants": {
"description": "Create prefab variants if source is already a prefab instance",
"default": false,
"type": "boolean"
},
"deleteOriginal": {
"description": "Delete original scene objects after prefab creation",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_find_unused_assets": {
"title": "Find Unused Assets",
"description": "Find assets that are not referenced in the project",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"assetTypes": {
"description": "Asset types to scan for unused references",
"type": "array"
},
"excludeFolders": {
"description": "Folders to exclude from search",
"type": "array"
},
"includePackages": {
"description": "Whether to also scan assets inside the Packages folder",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_estimate_build_size": {
"title": "Estimate Build Size",
"description": "Estimate build size for different platforms",
"category": "Optimization",
"inputSchema": {
"type": "object",
"properties": {
"platforms": {
"description": "Target build platforms to estimate size for",
"type": "array"
},
"includeStreamingAssets": {
"description": "Include StreamingAssets folder contents in size estimation",
"default": true,
"type": "boolean"
},
"compressionLevel": {
"description": "Asset compression level used for the estimation",
"default": "normal",
"type": "string",
"enum": [
"none",
"fastest",
"normal",
"best"
]
}
}
},
"embedding": null
},
"unity_performance_report": {
"title": "Generate Performance Report",
"description": "Generate comprehensive performance analysis report",
"category": "Optimization",
"inputSchema": {
"type": "object",
"properties": {
"includeRendering": {
"description": "Include rendering metrics such as draw calls and batches",
"default": true,
"type": "boolean"
},
"includeTextures": {
"description": "Include texture memory and import setting analysis",
"default": true,
"type": "boolean"
},
"includeMeshes": {
"description": "Include mesh vertex and triangle count analysis",
"default": true,
"type": "boolean"
},
"includeScripts": {
"description": "Include script CPU cost analysis in the report",
"default": true,
"type": "boolean"
},
"includeAudio": {
"description": "Include audio clip memory and compression analysis",
"default": true,
"type": "boolean"
},
"targetPlatform": {
"description": "Target platform used to apply performance budgets",
"type": "string",
"enum": [
"Mobile",
"Desktop",
"Console",
"VR"
]
}
}
},
"embedding": null
},
"unity_auto_organize_folders": {
"title": "Auto Organize Project Folders",
"description": "Automatically organize assets into appropriate folders",
"category": "AssetManagement",
"inputSchema": {
"type": "object",
"properties": {
"rootFolder": {
"description": "Root project folder to organize, typically Assets",
"default": "Assets",
"type": "string"
},
"createStandardFolders": {
"description": "Create standard Unity subfolders such as Scripts, Prefabs, Materials",
"default": true,
"type": "boolean"
},
"moveAssets": {
"description": "Actually move existing assets into the proper folders",
"default": false,
"type": "boolean"
},
"dryRun": {
"description": "Preview the changes without modifying any assets on disk",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_generate_lod": {
"title": "Generate LOD Groups",
"description": "Automatically generate LOD groups for meshes",
"category": "Optimization",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "GameObject or folder to process",
"type": "string"
},
"lodLevels": {
"description": "Number of LOD levels to generate, between 2 and 4",
"default": 3,
"type": "number"
},
"lodDistances": {
"description": "Custom LOD distances",
"type": "array"
},
"generateSimplifiedMeshes": {
"description": "Auto-generate decimated meshes for each LOD level",
"default": false,
"type": "boolean"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_auto_atlas_textures": {
"title": "Auto Create Texture Atlas",
"description": "Automatically create texture atlases from multiple textures",
"category": "Optimization",
"inputSchema": {
"type": "object",
"properties": {
"sourceFolder": {
"description": "Folder containing textures",
"type": "string"
},
"atlasName": {
"description": "Name for the atlas",
"type": "string"
},
"maxAtlasSize": {
"description": "Maximum atlas texture size in pixels, e.g. 2048",
"default": 2048,
"type": "number"
},
"padding": {
"description": "Padding in pixels between sprites in the atlas",
"default": 2,
"type": "number"
},
"includeInBuild": {
"description": "Include the generated atlas in the built player",
"default": true,
"type": "boolean"
}
},
"required": [
"sourceFolder",
"atlasName"
]
},
"embedding": null
},
"unity_create_game_controller": {
"title": "Create Game Controller",
"description": "Create player controller for different game types (FirstPerson, ThirdPerson, TopDown, Platformer2D)",
"category": "GameSystems",
"inputSchema": {
"type": "object",
"properties": {
"type": {
"description": "Player controller archetype to generate",
"default": "FirstPerson",
"type": "string",
"enum": [
"FirstPerson",
"ThirdPerson",
"TopDown",
"Platformer2D"
]
},
"playerName": {
"description": "Name of the generated player GameObject",
"default": "Player",
"type": "string"
},
"includeCamera": {
"description": "Also create and attach a camera rig for the player",
"default": true,
"type": "boolean"
},
"movementSpeed": {
"description": "Player movement speed in Unity units per second",
"default": 5,
"type": "number"
},
"jumpHeight": {
"description": "Player jump height in Unity world units",
"default": 3,
"type": "number"
}
}
},
"embedding": null
},
"unity_setup_input_system": {
"title": "Setup Input System",
"description": "Setup Unity Input System with predefined templates",
"category": "Input",
"inputSchema": {
"type": "object",
"properties": {
"template": {
"description": "Predefined input bindings template to apply",
"default": "Standard",
"type": "string",
"enum": [
"Standard",
"Mobile",
"VR"
]
},
"createAsset": {
"description": "Create a saved InputActionAsset in the project",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_state_machine": {
"title": "Create State Machine",
"description": "Create a state machine for character or game states",
"category": "GameSystems",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "GameObject name to attach the state machine to",
"type": "string"
},
"type": {
"description": "State machine category, for example Character, Enemy, or Game",
"default": "Character",
"type": "string"
},
"states": {
"description": "Comma-separated state names",
"default": "Idle,Walk,Run,Jump,Attack",
"type": "string"
}
}
},
"embedding": null
},
"unity_setup_inventory_system": {
"title": "Setup Inventory System",
"description": "Create an inventory system with UI",
"category": "GameSystems",
"inputSchema": {
"type": "object",
"properties": {
"size": {
"description": "Number of inventory slots to create",
"default": 20,
"type": "number"
},
"hasUI": {
"description": "Also generate a Canvas-based inventory UI",
"default": true,
"type": "boolean"
},
"stackable": {
"description": "Allow stacking of identical items in one slot",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_game_template": {
"title": "Create Game Template",
"description": "Create complete game templates for different genres",
"category": "GameSystems",
"inputSchema": {
"type": "object",
"properties": {
"genre": {
"description": "Game genre template to scaffold",
"default": "FPS",
"type": "string",
"enum": [
"FPS",
"Platformer",
"RPG",
"Puzzle",
"Racing",
"Strategy"
]
},
"name": {
"description": "Name used for the generated game template scene and assets",
"type": "string"
},
"includeUI": {
"description": "Generate default UI Canvas with HUD elements",
"default": true,
"type": "boolean"
},
"includeAudio": {
"description": "Add AudioSources and basic music/SFX setup",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_quick_prototype": {
"title": "Quick Prototype",
"description": "Create a quick playable prototype with specified elements",
"category": "GameSystems",
"inputSchema": {
"type": "object",
"properties": {
"elements": {
"description": "Comma-separated prototype elements to include, e.g. player,enemies,collectibles",
"default": "player,enemies,collectibles,obstacles",
"type": "string"
},
"worldSize": {
"description": "Size in Unity units of the generated square world",
"default": 20,
"type": "number"
},
"playerType": {
"description": "Primitive shape used as the placeholder player mesh",
"default": "Capsule",
"type": "string",
"enum": [
"Capsule",
"Cube",
"Sphere"
]
}
}
},
"embedding": null
},
"unity_setup_ml_agent": {
"title": "Setup ML Agent",
"description": "Setup a Machine Learning Agent for reinforcement learning",
"category": "AI",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the generated ML-Agents agent GameObject",
"default": "MLAgent",
"type": "string"
},
"agentType": {
"description": "Complexity preset for the agent behavior script",
"default": "Basic",
"type": "string",
"enum": [
"Basic",
"Advanced",
"Reward-based"
]
},
"vectorObservationSize": {
"description": "Length of the vector observation array fed to the policy",
"default": 8,
"type": "number"
},
"useVisualObservation": {
"description": "Attach a camera sensor for visual observations",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_neural_network": {
"title": "Create Neural Network",
"description": "Create a neural network system for AI decision making",
"category": "AI",
"inputSchema": {
"type": "object",
"properties": {
"networkName": {
"description": "Name of the generated neural network script and asset",
"default": "NeuralNetwork",
"type": "string"
},
"networkType": {
"description": "Neural network architecture style to generate",
"default": "Feedforward",
"type": "string",
"enum": [
"Feedforward",
"Recurrent",
"Convolutional"
]
},
"inputSize": {
"description": "Number of neurons in the input layer",
"default": 4,
"type": "number"
},
"hiddenSize": {
"description": "Number of neurons in each hidden layer",
"default": 8,
"type": "number"
},
"outputSize": {
"description": "Number of neurons in the output layer",
"default": 2,
"type": "number"
}
}
},
"embedding": null
},
"unity_setup_behavior_tree": {
"title": "Setup Behavior Tree",
"description": "Setup a behavior tree AI system for complex AI behaviors",
"category": "GOAP",
"inputSchema": {
"type": "object",
"properties": {
"treeName": {
"description": "Name of the generated behavior tree asset and script",
"default": "BehaviorTree",
"type": "string"
},
"aiType": {
"description": "AI archetype to seed the behavior tree with",
"default": "Enemy",
"type": "string",
"enum": [
"Enemy",
"NPC",
"Companion",
"Guard"
]
},
"includePatrol": {
"description": "Include a patrol sequence in the generated tree",
"default": true,
"type": "boolean"
},
"includeChase": {
"description": "Include a chase branch when the player is detected",
"default": true,
"type": "boolean"
},
"includeAttack": {
"description": "Include an attack branch when target is in range",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_create_ai_pathfinding": {
"title": "Create AI Pathfinding",
"description": "Create an AI pathfinding system with A* algorithm",
"category": "AI",
"inputSchema": {
"type": "object",
"properties": {
"systemName": {
"description": "Name of the generated pathfinding manager GameObject",
"default": "PathfindingAI",
"type": "string"
},
"algorithm": {
"description": "Pathfinding algorithm used by the generated system",
"default": "AStar",
"type": "string",
"enum": [
"AStar",
"Dijkstra",
"BFS"
]
},
"gridWidth": {
"description": "Width of the pathfinding grid in cells",
"default": 20,
"type": "number"
},
"gridHeight": {
"description": "Height of the pathfinding grid in cells",
"default": 20,
"type": "number"
},
"use3D": {
"description": "Use a 3D voxel grid instead of a 2D grid",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_control_game_speed": {
"title": "Control Game Speed",
"description": "Control Unity game speed (time scale) for debugging",
"category": "Debug",
"inputSchema": {
"type": "object",
"properties": {
"operation": {
"description": "Time scale operation to perform",
"default": "set",
"type": "string",
"enum": [
"set",
"pause",
"step",
"get"
]
},
"speed": {
"description": "Time scale multiplier when operation is set, e.g. 0.5 for half speed",
"type": "number"
},
"preset": {
"description": "Named speed preset applied to Time.timeScale",
"type": "string",
"enum": [
"pause",
"slowest",
"slow",
"normal",
"fast",
"fastest"
]
},
"pauseMode": {
"description": "How to apply the pause when operation is pause",
"default": "toggle",
"type": "string",
"enum": [
"toggle",
"on",
"off"
]
}
}
},
"embedding": null
},
"unity_profile_performance": {
"title": "Profile Performance",
"description": "Get Unity performance profiling data",
"category": "Debug",
"inputSchema": {
"type": "object",
"properties": {
"category": {
"description": "Profiler category to sample",
"default": "general",
"type": "string",
"enum": [
"general",
"all",
"memory",
"gpu",
"cpu"
]
},
"duration": {
"description": "Sampling duration in seconds, 0 means a single snapshot",
"default": 0,
"type": "number"
},
"detailed": {
"description": "Include detailed per-marker breakdown in the result",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_debug_draw": {
"title": "Debug Draw",
"description": "Draw debug shapes in Unity scene",
"category": "Debug",
"inputSchema": {
"type": "object",
"properties": {
"type": {
"description": "Debug shape type to draw, or clear to remove existing shapes",
"default": "line",
"type": "string",
"enum": [
"line",
"ray",
"box",
"sphere",
"path",
"clear"
]
},
"duration": {
"description": "How long the debug shape stays visible in seconds",
"default": 5,
"type": "number"
},
"color": {
"description": "Color used to draw the debug shape",
"default": "red",
"type": "string",
"enum": [
"red",
"green",
"blue",
"yellow",
"white",
"black",
"cyan",
"magenta"
]
},
"start": {
"description": "Start position for line (e.g., \"0,0,0\")",
"type": "string"
},
"end": {
"description": "End position for line (e.g., \"1,1,1\")",
"type": "string"
},
"origin": {
"description": "Origin position for ray",
"type": "string"
},
"direction": {
"description": "Direction vector for ray",
"type": "string"
},
"length": {
"description": "Length of ray",
"type": "number"
},
"center": {
"description": "Center position",
"type": "string"
},
"size": {
"description": "Box size (e.g., \"1,1,1\")",
"type": "string"
},
"radius": {
"description": "Sphere radius",
"type": "number"
},
"points": {
"description": "Semicolon-separated points (e.g., \"0,0,0;1,1,0;2,1,0\")",
"type": "string"
}
}
},
"embedding": null
},
"unity_run_tests": {
"title": "Run Unity Tests",
"description": "Run Unity Test Runner tests with auto-execution. Operations: run (start tests and wait for results), list (list available tests)",
"category": "Debug",
"inputSchema": {
"type": "object",
"properties": {
"operation": {
"description": "Operation: run (execute tests), list (list available tests)",
"default": "run",
"type": "string",
"enum": [
"run",
"list"
]
},
"mode": {
"description": "Test mode: editmode or playmode",
"default": "editmode",
"type": "string",
"enum": [
"editmode",
"playmode"
]
},
"filter": {
"description": "Optional test name filter",
"type": "string"
}
}
},
"embedding": null
},
"unity_manage_breakpoints": {
"title": "Manage Breakpoints",
"description": "Manage debugging breakpoints in Unity",
"category": "Debug",
"inputSchema": {
"type": "object",
"properties": {
"operation": {
"description": "Breakpoint behavior to register on hit",
"default": "pause",
"type": "string",
"enum": [
"pause",
"conditional",
"log",
"assert"
]
},
"condition": {
"description": "Condition for breakpoint (e.g., \"frame > 100\", \"time > 5\")",
"type": "string"
},
"message": {
"description": "Message logged when the breakpoint triggers",
"default": "Breakpoint hit",
"type": "string"
}
}
},
"embedding": null
},
"unity_create_goap_agent": {
"title": "Create GOAP Agent",
"description": "Define a goal for GOAP agents using natural language",
"category": "GOAP",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the GOAP agent",
"type": "string"
},
"agentType": {
"description": "Type: \"Guard\", \"Worker\", \"Enemy\", \"NPC\", \"Merchant\", \"Monster\", etc.",
"type": "string"
},
"capabilities": {
"description": "Capabilities: \"movement\", \"combat\", \"ranged\", \"melee\", \"stealth\", \"healing\", \"building\"",
"type": "array"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_define_goap_goal": {
"title": "Define GOAP Goal",
"description": "Define a goal for GOAP agents using natural language",
"category": "GOAP",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the GOAP agent",
"type": "string"
},
"goalName": {
"description": "Name of the goal",
"type": "string"
},
"description": {
"description": "Natural language description of the goal (e.g., \"Keep area safe from enemies\")",
"type": "string"
},
"priority": {
"description": "Priority of the goal (0-100)",
"default": 50,
"type": "number"
},
"conditions": {
"description": "Conditions for goal activation (e.g., \"enemy detected within 10 units\")",
"type": "string"
}
},
"required": [
"agentName",
"goalName",
"description"
]
},
"embedding": null
},
"unity_create_goap_action": {
"title": "Create GOAP Action",
"description": "Create an action for GOAP agents",
"category": "GOAP",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the GOAP agent",
"type": "string"
},
"actionName": {
"description": "Name of the action",
"type": "string"
},
"description": {
"description": "What this action does",
"type": "string"
},
"preconditions": {
"description": "Conditions that must be true before action (e.g., [\"has_weapon\", \"enemy_in_range\"])",
"type": "array"
},
"effects": {
"description": "Effects after action completion (e.g., [\"enemy_defeated\", \"area_secure\"])",
"type": "array"
},
"cost": {
"description": "Cost of performing this action",
"default": 1,
"type": "number"
}
},
"required": [
"agentName",
"actionName",
"description",
"preconditions",
"effects"
]
},
"embedding": null
},
"unity_define_behavior_language": {
"title": "Define Behavior Using Natural Language",
"description": "Define complete AI behavior using natural language description. Supports English and Japanese.",
"category": "GOAP",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the GOAP agent",
"type": "string"
},
"behavior": {
"description": "Natural language behavior description. Examples: \"Patrol and attack enemies on sight, retreat when health low\" or \"巡回して敵を攻撃、体力低下時は撤退\"",
"type": "string"
},
"gameContext": {
"description": "Game context (FPS, RTS, RPG, Stealth, Survival, Horror) - adds context-specific actions",
"type": "string"
},
"difficulty": {
"description": "AI difficulty level affecting reaction speed, accuracy, and decision quality",
"default": "normal",
"type": "string",
"enum": [
"easy",
"normal",
"hard",
"adaptive"
]
}
},
"required": [
"agentName",
"behavior"
]
},
"embedding": null
},
"unity_generate_goap_action_set": {
"title": "Generate GOAP Action Set",
"description": "Automatically generate a complete action set based on agent type and goals",
"category": "GOAP",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the GOAP agent",
"type": "string"
},
"agentRole": {
"description": "Role of the agent",
"type": "string",
"enum": [
"guard",
"worker",
"enemy",
"npc",
"companion"
]
},
"environment": {
"description": "Environment type (e.g., \"forest\", \"urban\", \"dungeon\")",
"type": "string"
},
"includeDefaults": {
"description": "Include default actions for the role",
"default": true,
"type": "boolean"
}
},
"required": [
"agentName",
"agentRole"
]
},
"embedding": null
},
"unity_setup_goap_world_state": {
"title": "Setup GOAP World State",
"description": "Configure the world state for GOAP planning",
"category": "GOAP",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the GOAP agent",
"type": "string"
},
"worldState": {
"description": "World state key-value pairs (e.g., {\"has_weapon\": true, \"enemies_nearby\": 2})",
"type": "string"
},
"sensors": {
"description": "Sensors to add (e.g., [\"enemy_detector\", \"health_monitor\"])",
"type": "array"
},
"updateFrequency": {
"description": "How often to update world state (seconds)",
"default": 0.5,
"type": "number"
}
},
"required": [
"agentName",
"worldState"
]
},
"embedding": null
},
"unity_create_goap_template": {
"title": "Create GOAP Template",
"description": "Create a complete game-specific GOAP AI from pre-built professional templates.",
"category": "GOAP",
"inputSchema": {
"type": "object",
"properties": {
"templateType": {
"description": "Pre-built GOAP template type for common game AI archetypes",
"type": "string",
"enum": [
"fps_enemy",
"fps_soldier",
"fps_sniper",
"rts_unit",
"rts_worker",
"rts_combat_unit",
"rpg_npc",
"rpg_merchant",
"rpg_quest_giver",
"rpg_enemy",
"rpg_monster",
"stealth_guard",
"survival_creature",
"horror_enemy",
"horror_monster",
"platformer_enemy"
]
},
"difficulty": {
"description": "Difficulty preset that scales agent stats and reaction times",
"default": "normal",
"type": "string",
"enum": [
"easy",
"normal",
"hard"
]
},
"behaviors": {
"description": "Additional natural language behaviors to include",
"type": "array"
},
"customizations": {
"description": "Template-specific customizations",
"type": "string"
}
},
"required": [
"templateType"
]
},
"embedding": null
},
"unity_debug_goap_decisions": {
"title": "Debug GOAP Decisions",
"description": "Visualize and debug GOAP decision-making process",
"category": "GOAP",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the GOAP agent to debug",
"type": "string"
},
"showGraph": {
"description": "Show decision graph",
"default": true,
"type": "boolean"
},
"showWorldState": {
"description": "Show current world state",
"default": true,
"type": "boolean"
},
"showPlan": {
"description": "Show current action plan",
"default": true,
"type": "boolean"
},
"logToConsole": {
"description": "Log decisions to console",
"default": false,
"type": "boolean"
}
},
"required": [
"agentName"
]
},
"embedding": null
},
"unity_optimize_goap_performance": {
"title": "Optimize GOAP Performance",
"description": "Optimize GOAP agent performance for better frame rates",
"category": "GOAP",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Specific agent to optimize (or all if not specified)",
"type": "string"
},
"maxPlanDepth": {
"description": "Maximum planning depth",
"default": 10,
"type": "number"
},
"planningFrequency": {
"description": "How often to replan (seconds)",
"default": 1,
"type": "number"
},
"enableMultithreading": {
"description": "Use multithreading for planning",
"default": true,
"type": "boolean"
},
"cacheSize": {
"description": "Plan cache size",
"default": 100,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_bt_agent": {
"title": "Create Behavior Tree Agent",
"description": "Create a BehaviorTreeRunner on a GameObject.",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name for the new agent",
"default": "BTAgent",
"type": "string"
},
"targetObject": {
"description": "Existing object to add BT to (if not creating new)",
"type": "string"
},
"autoStart": {
"description": "Auto-start the tree on play",
"default": false,
"type": "boolean"
},
"tickInterval": {
"description": "Tick interval in seconds (0 = every frame)",
"default": 0,
"type": "number"
}
}
},
"embedding": null
},
"unity_add_bt_node": {
"title": "Add Behavior Tree Node",
"description": "Add a node to a behavior tree.",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the BT agent",
"type": "string"
},
"nodeType": {
"description": "Type of node to add",
"type": "string",
"enum": [
"selector",
"sequence",
"parallel",
"randomselector",
"randomsequence",
"inverter",
"succeeder",
"failer",
"repeater",
"cooldown",
"timeout",
"retry",
"delay",
"wait",
"log"
]
},
"nodeName": {
"description": "Name for the node",
"default": "Node",
"type": "string"
},
"parentNode": {
"description": "Parent node name (empty = root)",
"type": "string"
},
"repeatCount": {
"description": "For repeater: number of repeats (-1 = infinite)",
"type": "number"
},
"cooldownTime": {
"description": "For cooldown: cooldown duration in seconds",
"type": "number"
},
"timeout": {
"description": "For timeout: timeout duration in seconds",
"type": "number"
},
"maxRetries": {
"description": "For retry: max retry count",
"type": "number"
},
"delay": {
"description": "For delay: delay duration in seconds",
"type": "number"
},
"duration": {
"description": "For wait: wait duration in seconds",
"type": "number"
},
"message": {
"description": "For log: message to log",
"type": "string"
}
},
"required": [
"agentName",
"nodeType"
]
},
"embedding": null
},
"unity_create_bt_from_description": {
"title": "Create Behavior Tree from Natural Language",
"description": "Start running a behavior tree on an agent",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the agent to create BT for",
"type": "string"
},
"description": {
"description": "Natural language description of the behavior",
"type": "string"
},
"gameContext": {
"description": "Game genre context to tune behavior tree generation (Generic, FPS, RPG, RTS, Stealth, Survival)",
"default": "Generic",
"type": "string",
"enum": [
"Generic",
"FPS",
"RPG",
"RTS",
"Stealth",
"Survival"
]
}
},
"required": [
"agentName",
"description"
]
},
"embedding": null
},
"unity_start_bt": {
"title": "Start Behavior Tree",
"description": "Start running a behavior tree on an agent",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the BT agent",
"type": "string"
}
},
"required": [
"agentName"
]
},
"embedding": null
},
"unity_stop_bt": {
"title": "Stop Behavior Tree",
"description": "Stop a running behavior tree",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the BT agent",
"type": "string"
}
},
"required": [
"agentName"
]
},
"embedding": null
},
"unity_debug_bt": {
"title": "Debug Behavior Tree",
"description": "Get debug information about a behavior tree",
"category": "Debug",
"inputSchema": {
"type": "object",
"properties": {
"agentName": {
"description": "Name of the BT agent",
"type": "string"
}
},
"required": [
"agentName"
]
},
"embedding": null
},
"unity_create_animator_controller": {
"title": "Create Animator Controller",
"description": "Create a new Animator Controller with default states and parameters",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the new Animator Controller asset",
"default": "NewAnimatorController",
"type": "string"
},
"path": {
"description": "Asset folder path where the Animator Controller will be saved",
"default": "Assets/Animations/Controllers/",
"type": "string"
},
"targetObject": {
"description": "GameObject to apply the controller to",
"type": "string"
},
"applyToObject": {
"description": "If true, assign the created controller to the targetObject Animator component",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_add_animation_state": {
"title": "Add Animation State",
"description": "Add a new state to an Animator Controller",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"controllerPath": {
"description": "Path to the Animator Controller asset",
"type": "string"
},
"stateName": {
"description": "Name of the animation state to add",
"default": "NewState",
"type": "string"
},
"animationClipPath": {
"description": "Path to animation clip",
"type": "string"
},
"layerIndex": {
"description": "Index of the Animator layer to add the state into",
"default": 0,
"type": "number"
},
"isDefault": {
"description": "If true, set this state as the layer default entry state",
"default": false,
"type": "boolean"
}
},
"required": [
"controllerPath"
]
},
"embedding": null
},
"unity_create_animation_clip": {
"title": "Create Animation Clip",
"description": "Create a new animation clip with sample curves",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the new animation clip asset",
"default": "NewAnimation",
"type": "string"
},
"path": {
"description": "Asset folder path where the animation clip will be saved",
"default": "Assets/Animations/Clips/",
"type": "string"
},
"duration": {
"description": "Duration of the animation clip in seconds",
"default": 1,
"type": "number"
},
"frameRate": {
"description": "Sampling frame rate of the clip in frames per second",
"default": 30,
"type": "number"
},
"targetObject": {
"description": "GameObject the sample curves target (used for binding paths)",
"type": "string"
},
"animationType": {
"description": "Type of sample curve generated for the clip",
"default": "position",
"type": "string",
"enum": [
"position",
"rotation",
"scale",
"color"
]
}
}
},
"embedding": null
},
"unity_setup_blend_tree": {
"title": "Setup Blend Tree",
"description": "Create a blend tree for smooth animation transitions",
"category": "Cinemachine",
"inputSchema": {
"type": "object",
"properties": {
"controllerPath": {
"description": "Path to the Animator Controller",
"type": "string"
},
"stateName": {
"description": "Name of the state that hosts the blend tree",
"default": "Movement",
"type": "string"
},
"blendType": {
"description": "Blend tree dimension: 1D uses one parameter, 2D uses two",
"default": "1D",
"type": "string",
"enum": [
"1D",
"2D"
]
},
"parameterName": {
"description": "Animator parameter that drives blending between motions",
"default": "Speed",
"type": "string"
},
"layerIndex": {
"description": "Index of the Animator layer containing the blend tree state",
"default": 0,
"type": "number"
}
},
"required": [
"controllerPath"
]
},
"embedding": null
},
"unity_add_animation_transition": {
"title": "Add Animation Transition",
"description": "Create a transition between animation states",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"controllerPath": {
"description": "Path to the Animator Controller",
"type": "string"
},
"fromState": {
"description": "Source state name (use \"Any\" for Any State)",
"type": "string"
},
"toState": {
"description": "Destination state name",
"type": "string"
},
"condition": {
"description": "Parameter name for condition",
"type": "string"
},
"conditionValue": {
"description": "Value for condition",
"type": "string"
},
"hasExitTime": {
"description": "If true, the transition waits for the source state exit time before triggering",
"default": true,
"type": "boolean"
},
"transitionDuration": {
"description": "Blend duration of the transition in seconds",
"default": 0.25,
"type": "number"
},
"layerIndex": {
"description": "Index of the Animator layer containing the source state",
"default": 0,
"type": "number"
}
},
"required": [
"controllerPath",
"fromState",
"toState"
]
},
"embedding": null
},
"unity_setup_animation_layer": {
"title": "Setup Animation Layer",
"description": "Add and configure an animation layer",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"controllerPath": {
"description": "Path to the Animator Controller",
"type": "string"
},
"layerName": {
"description": "Display name of the new Animator layer",
"default": "NewLayer",
"type": "string"
},
"weight": {
"description": "Initial layer weight controlling how strongly it contributes to the final pose",
"default": 1,
"type": "number"
},
"blendMode": {
"description": "Layer blending mode: override replaces, additive adds onto lower layers",
"default": "override",
"type": "string",
"enum": [
"override",
"additive"
]
},
"avatarMaskPath": {
"description": "Path to an Avatar Mask asset that restricts which bones the layer affects",
"type": "string"
}
},
"required": [
"controllerPath"
]
},
"embedding": null
},
"unity_create_animation_event": {
"title": "Create Animation Event",
"description": "Add an event to an animation clip",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"clipPath": {
"description": "Path to the animation clip",
"type": "string"
},
"time": {
"description": "Time in seconds",
"default": 0.5,
"type": "number"
},
"functionName": {
"description": "Name of the MonoBehaviour method invoked when the event fires",
"default": "OnAnimationEvent",
"type": "string"
},
"stringParameter": {
"description": "Optional string argument passed to the event handler",
"type": "string"
},
"floatParameter": {
"description": "Optional float argument passed to the event handler",
"type": "number"
},
"intParameter": {
"description": "Optional int argument passed to the event handler",
"type": "number"
}
},
"required": [
"clipPath"
]
},
"embedding": null
},
"unity_setup_avatar": {
"title": "Setup Avatar",
"description": "Configure avatar for a 3D model",
"category": "Timeline",
"inputSchema": {
"type": "object",
"properties": {
"modelPath": {
"description": "Path to the 3D model",
"type": "string"
},
"avatarName": {
"description": "Name of the generated Avatar asset",
"default": "NewAvatar",
"type": "string"
},
"isHumanoid": {
"description": "If true, configure as a Humanoid avatar; otherwise Generic",
"default": true,
"type": "boolean"
},
"rootBone": {
"description": "Name of the root bone transform for Generic avatars",
"type": "string"
}
},
"required": [
"modelPath"
]
},
"embedding": null
},
"unity_create_timeline": {
"title": "Create Timeline",
"description": "Create a Unity Timeline for cinematic sequences",
"category": "Timeline",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the new Timeline asset",
"default": "NewTimeline",
"type": "string"
},
"path": {
"description": "Asset folder path where the Timeline asset will be saved",
"default": "Assets/Timelines/",
"type": "string"
},
"duration": {
"description": "Total duration of the Timeline in seconds",
"default": 10,
"type": "number"
},
"frameRate": {
"description": "Timeline frame rate in frames per second",
"default": 30,
"type": "number"
},
"targetObject": {
"description": "GameObject that will receive the PlayableDirector bound to this Timeline",
"type": "string"
}
}
},
"embedding": null
},
"unity_bake_animation": {
"title": "Bake Animation",
"description": "Bake runtime animation into an animation clip",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"sourceObject": {
"description": "GameObject with animation to bake",
"type": "string"
},
"animationName": {
"description": "Name of the baked animation clip asset to create",
"default": "BakedAnimation",
"type": "string"
},
"startFrame": {
"description": "First frame of the recording range to bake",
"default": 0,
"type": "number"
},
"endFrame": {
"description": "Last frame of the recording range to bake",
"default": 60,
"type": "number"
},
"frameRate": {
"description": "Sampling frame rate of the baked clip in frames per second",
"default": 30,
"type": "number"
},
"path": {
"description": "Asset folder path where the baked animation clip will be saved",
"default": "Assets/Animations/Baked/",
"type": "string"
}
},
"required": [
"sourceObject"
]
},
"embedding": null
},
"unity_create_water_material": {
"title": "Create Water Material",
"description": "Create Genshin Impact-quality water with physics-based wave reflection. Features: GGX BRDF specular, sun disk reflection on wave peaks, anisotropic highlights stretched along waves, micro-facet glitter, Beer-Lambert absorption, caustics with RGB split, and natural foam.",
"category": "Shader",
"inputSchema": null,
"embedding": null
},
"unity_create_hdrp_water": {
"title": "Create HDRP Water Surface",
"description": "Create Unity HDRP Water System surface (Ocean, River, or Pool). Requires HDRP 2022.2+",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "GameObject name",
"default": "Water",
"type": "string"
},
"waterType": {
"description": "Type of water surface",
"default": "Ocean",
"type": "string",
"enum": [
"Ocean",
"River",
"Pool"
]
},
"size": {
"description": "Surface size in meters",
"default": 100,
"type": "number"
},
"windSpeed": {
"description": "Wind speed affecting waves (0-100)",
"default": 10,
"type": "number"
},
"windDirection": {
"description": "Wind direction in degrees (0-360)",
"default": 0,
"type": "number"
},
"waterColor": {
"description": "Base water color (hex)",
"default": "#1A5B7A",
"type": "string"
},
"scatteringColor": {
"description": "Subsurface scattering color (hex)",
"default": "#00A0A0",
"type": "string"
},
"smoothness": {
"description": "Surface smoothness (0-1)",
"default": 0.95,
"type": "number"
},
"foamAmount": {
"description": "Foam amount (0-1)",
"default": 0.5,
"type": "number"
},
"causticsEnabled": {
"description": "Enable caustics",
"default": true,
"type": "boolean"
},
"causticsIntensity": {
"description": "Caustics intensity (0-1)",
"default": 0.5,
"type": "number"
}
}
},
"embedding": null
},
"unity_set_hdrp_water_property": {
"title": "Set HDRP Water Property",
"description": "Modify properties of an existing HDRP Water surface",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"gameObjectName": {
"description": "Name of the Water GameObject",
"type": "string"
},
"propertyName": {
"description": "Property name (e.g., \"windSpeed\", \"waterColor\", \"foamAmount\")",
"type": "string"
},
"value": {
"description": "Value to set",
"type": "string"
}
},
"required": [
"gameObjectName",
"propertyName",
"value"
]
},
"embedding": null
},
"unity_set_material_property": {
"title": "Set Material Property",
"description": "Modify properties of an existing material. Use this to change shader parameters like wave settings, colors, intensity values without recreating the material.",
"category": "Material",
"inputSchema": {
"type": "object",
"properties": {
"materialPath": {
"description": "Path to the material asset (e.g., \"Assets/Materials/Water.mat\")",
"type": "string"
},
"propertyName": {
"description": "Shader property name (e.g., \"_WaveHeight\", \"_ShallowColor\", \"_Smoothness\")",
"type": "string"
},
"propertyType": {
"description": "Type of the property",
"type": "string",
"enum": [
"float",
"color",
"vector",
"texture"
]
},
"value": {
"description": "Value to set. Float: \"1.5\", Color: \"#FF0000\" or \"1,0.5,0,1\", Vector: \"1,2,3,4\", Texture: asset path",
"type": "string"
}
},
"required": [
"materialPath",
"propertyName",
"propertyType",
"value"
]
},
"embedding": null
},
"unity_get_material_properties": {
"title": "Get Material Properties",
"description": "Get all properties and their current values from a material. Useful to see available parameters before modifying them.",
"category": "Material",
"inputSchema": {
"type": "object",
"properties": {
"materialPath": {
"description": "Path to the material asset (e.g., \"Assets/Materials/Water.mat\")",
"type": "string"
}
},
"required": [
"materialPath"
]
},
"embedding": null
},
"unity_create_toon_material": {
"title": "Create Toon Material",
"description": "Create stylized toon/cel-shaded material with ramp shading and outlines",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Material name",
"type": "string"
},
"baseColor": {
"description": "Base color (hex)",
"default": "#FFFFFF",
"type": "string"
},
"shadowColor": {
"description": "Shadow color (hex)",
"default": "#4A4A6A",
"type": "string"
},
"shadowThreshold": {
"description": "Shadow threshold (0-1)",
"default": 0.5,
"type": "number"
},
"shadowSoftness": {
"description": "Shadow edge softness (0-1)",
"default": 0.1,
"type": "number"
},
"outlineColor": {
"description": "Outline color (hex)",
"default": "#000000",
"type": "string"
},
"outlineWidth": {
"description": "Outline width",
"default": 0.003,
"type": "number"
},
"specularSize": {
"description": "Specular highlight size",
"default": 0.1,
"type": "number"
},
"rimColor": {
"description": "Rim light color (hex)",
"default": "#FFFFFF",
"type": "string"
},
"rimPower": {
"description": "Rim light power",
"default": 3,
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_create_hair_material": {
"title": "Create Hair Material",
"description": "Create realistic/stylized hair material with Kajiya-Kay specular and anisotropy",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Material name",
"type": "string"
},
"hairColor": {
"description": "Hair base color (hex)",
"default": "#3D2314",
"type": "string"
},
"specularColor1": {
"description": "Primary specular color",
"default": "#FFFFFF",
"type": "string"
},
"specularColor2": {
"description": "Secondary specular color",
"default": "#FFD700",
"type": "string"
},
"specularShift": {
"description": "Specular shift along hair strand",
"default": 0.1,
"type": "number"
},
"anisotropy": {
"description": "Anisotropy strength (0-1)",
"default": 0.8,
"type": "number"
},
"rimStrength": {
"description": "Rim light strength",
"default": 0.5,
"type": "number"
},
"shadowColor": {
"description": "Shadow color (hex)",
"default": "#1A0F0A",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_create_eye_material": {
"title": "Create Eye Material",
"description": "Create realistic/stylized eye material with parallax iris and reflections",
"category": "Shader",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Material name",
"type": "string"
},
"irisColor": {
"description": "Iris color (hex)",
"default": "#4A90D9",
"type": "string"
},
"pupilSize": {
"description": "Pupil size (0-1)",
"default": 0.3,
"type": "number"
},
"irisDepth": {
"description": "Iris parallax depth",
"default": 0.1,
"type": "number"
},
"scleraColor": {
"description": "Sclera (white) color",
"default": "#FFFAF0",
"type": "string"
},
"reflectionStrength": {
"description": "Cornea reflection strength",
"default": 0.5,
"type": "number"
},
"limbusWidth": {
"description": "Limbus ring width",
"default": 0.1,
"type": "number"
},
"limbusColor": {
"description": "Limbus ring color",
"default": "#2C1810",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_create_sky_material": {
"title": "Create Sky Material",
"description": "Create procedural sky material with day/night cycle support",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Material name",
"type": "string"
},
"topColor": {
"description": "Sky top color (hex)",
"default": "#0077FF",
"type": "string"
},
"bottomColor": {
"description": "Sky horizon color (hex)",
"default": "#87CEEB",
"type": "string"
},
"sunColor": {
"description": "Sun color (hex)",
"default": "#FFFACD",
"type": "string"
},
"sunSize": {
"description": "Sun disc size",
"default": 0.05,
"type": "number"
},
"cloudDensity": {
"description": "Cloud density (0-1)",
"default": 0.5,
"type": "number"
},
"cloudSpeed": {
"description": "Cloud movement speed",
"default": 0.1,
"type": "number"
},
"starDensity": {
"description": "Star density for night (0-1)",
"default": 0,
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_create_dissolve_material": {
"title": "Create Dissolve Material",
"description": "Create dissolve effect material for appear/disappear transitions",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Material name",
"type": "string"
},
"baseColor": {
"description": "Base color (hex)",
"default": "#FFFFFF",
"type": "string"
},
"edgeColor": {
"description": "Dissolve edge glow color",
"default": "#FF6600",
"type": "string"
},
"edgeWidth": {
"description": "Edge glow width",
"default": 0.1,
"type": "number"
},
"noiseScale": {
"description": "Noise pattern scale",
"default": 10,
"type": "number"
},
"dissolveAmount": {
"description": "Initial dissolve amount (0-1)",
"default": 0,
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_create_shield_material": {
"title": "Create Shield Material",
"description": "Create energy shield/force field material with fresnel and hit effects",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Material name",
"type": "string"
},
"shieldColor": {
"description": "Shield color (hex)",
"default": "#00FFFF",
"type": "string"
},
"fresnelPower": {
"description": "Fresnel edge power",
"default": 3,
"type": "number"
},
"patternScale": {
"description": "Hex pattern scale",
"default": 5,
"type": "number"
},
"pulseSpeed": {
"description": "Pulse animation speed",
"default": 1,
"type": "number"
},
"transparency": {
"description": "Base transparency (0-1)",
"default": 0.5,
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_create_grass_material": {
"title": "Create Grass Material",
"description": "Create stylized grass material with wind animation",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Material name",
"type": "string"
},
"topColor": {
"description": "Grass tip color (hex)",
"default": "#7CFC00",
"type": "string"
},
"bottomColor": {
"description": "Grass base color (hex)",
"default": "#228B22",
"type": "string"
},
"windStrength": {
"description": "Wind sway strength",
"default": 0.3,
"type": "number"
},
"windSpeed": {
"description": "Wind animation speed",
"default": 1,
"type": "number"
},
"subsurfaceColor": {
"description": "Subsurface scattering color",
"default": "#ADFF2F",
"type": "string"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_create_ocean_system": {
"title": "Create Ocean System",
"description": "Create a complete ocean system with infinite plane, 8-layer Gerstner waves, and WaterPro shader",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Ocean name",
"default": "Ocean",
"type": "string"
},
"waterLevel": {
"description": "Water surface Y position",
"default": 0,
"type": "number"
},
"gridSize": {
"description": "Mesh grid resolution",
"default": 128,
"type": "number"
},
"tileSize": {
"description": "Ocean tile size in units",
"default": 100,
"type": "number"
}
}
},
"embedding": null
},
"unity_add_buoyancy": {
"title": "Add Buoyancy",
"description": "Add buoyancy physics to make an object float on the ocean",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Target GameObject name",
"type": "string"
},
"buoyancyForce": {
"description": "Buoyancy force multiplier",
"default": 10,
"type": "number"
},
"waterDrag": {
"description": "Water drag coefficient",
"default": 1,
"type": "number"
}
},
"required": [
"target"
]
},
"embedding": null
},
"unity_fix_urp_particle_shaders": {
"title": "Fix URP Particle Shaders",
"description": "Automatically fix particle materials that show pink/magenta in URP by converting to URP-compatible particle shaders",
"category": "Shader",
"inputSchema": null,
"embedding": null
},
"unity_fix_pink_materials": {
"title": "Fix Pink/Broken Materials",
"description": "Scan project for pink/magenta materials (broken shaders) and automatically fix them for URP compatibility",
"category": "Other",
"inputSchema": null,
"embedding": null
},
"unity_generate_sdf_texture": {
"title": "Generate SDF Texture",
"description": "Generate Signed Distance Field texture for dissolve effects, shields, etc.",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the generated texture",
"type": "string"
},
"resolution": {
"description": "Texture resolution (64-2048)",
"default": 256,
"type": "number"
},
"pattern": {
"description": "SDF pattern type",
"default": "noise",
"type": "string",
"enum": [
"circle",
"noise",
"gradient",
"radial"
]
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_generate_ramp_texture": {
"title": "Generate Ramp Texture",
"description": "Generate color ramp texture for toon shading, stylized rendering",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the generated texture",
"type": "string"
},
"colors": {
"description": "Array of hex colors for the ramp",
"type": "array"
},
"steps": {
"description": "Number of discrete color steps (2-16)",
"default": 4,
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_generate_cloud_noise": {
"title": "Generate Cloud Noise Texture",
"description": "Generate 3D noise texture for volumetric clouds, fog effects",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"name": {
"description": "Name of the generated texture",
"type": "string"
},
"resolution": {
"description": "Texture resolution",
"default": 128,
"type": "number"
},
"octaves": {
"description": "Noise octaves (1-8)",
"default": 4,
"type": "number"
}
},
"required": [
"name"
]
},
"embedding": null
},
"unity_add_dissolve_controller": {
"title": "Add Dissolve Controller",
"description": "Add dissolve effect controller to a GameObject for dramatic appear/disappear effects",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Target GameObject name",
"type": "string"
},
"duration": {
"description": "Dissolve animation duration",
"default": 1.5,
"type": "number"
},
"edgeColor": {
"description": "Edge glow color (hex)",
"default": "#FF6600",
"type": "string"
}
},
"required": [
"target"
]
},
"embedding": null
},
"unity_add_shield_controller": {
"title": "Add Shield Controller",
"description": "Add energy shield effect controller to a GameObject",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Target GameObject name",
"type": "string"
},
"shieldColor": {
"description": "Shield color (hex)",
"default": "#00FFFF",
"type": "string"
},
"hitDuration": {
"description": "Hit impact effect duration",
"default": 0.5,
"type": "number"
}
},
"required": [
"target"
]
},
"embedding": null
},
"unity_add_grass_renderer": {
"title": "Add Grass Renderer",
"description": "Add procedural grass renderer to a terrain or plane",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Target GameObject (terrain or plane)",
"type": "string"
},
"density": {
"description": "Grass blade density",
"default": 100,
"type": "number"
},
"heightMax": {
"description": "Maximum grass height",
"default": 1,
"type": "number"
},
"widthMax": {
"description": "Maximum grass width",
"default": 0.1,
"type": "number"
}
},
"required": [
"target"
]
},
"embedding": null
},
"unity_trigger_dissolve": {
"title": "Trigger Dissolve Effect",
"description": "Trigger dissolve animation on a GameObject with DissolveController",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Target GameObject name",
"type": "string"
},
"dissolveIn": {
"description": "true = appear, false = disappear",
"default": true,
"type": "boolean"
}
},
"required": [
"target"
]
},
"embedding": null
},
"unity_trigger_shield_hit": {
"title": "Trigger Shield Hit Effect",
"description": "Trigger hit impact effect on a GameObject with ShieldController",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Target GameObject name",
"type": "string"
},
"intensity": {
"description": "Hit effect intensity",
"default": 1,
"type": "number"
}
},
"required": [
"target"
]
},
"embedding": null
},
"unity_setup_ui_anchors": {
"title": "Setup UI Anchors",
"description": "Automatically setup anchors and pivots for UI elements",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Target GameObject name",
"type": "string"
},
"anchorPreset": {
"description": "RectTransform anchor preset for UI alignment",
"default": "center",
"type": "string",
"enum": [
"top-left",
"top-center",
"top-right",
"middle-left",
"center",
"middle-right",
"bottom-left",
"bottom-center",
"bottom-right",
"stretch-horizontal",
"stretch-vertical",
"stretch-all"
]
},
"pivotPreset": {
"description": "Pivot point preset for the RectTransform",
"default": "center",
"type": "string",
"enum": [
"top-left",
"top-center",
"top-right",
"middle-left",
"center",
"middle-right",
"bottom-left",
"bottom-center",
"bottom-right"
]
},
"margin": {
"description": "Margin in pixels from the anchored edges",
"default": 10,
"type": "number"
},
"recursive": {
"description": "Apply anchor settings recursively to child UI elements",
"default": false,
"type": "boolean"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_create_responsive_ui": {
"title": "Create Responsive UI",
"description": "Create responsive UI container with layout groups",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"containerName": {
"description": "Name of the responsive layout container GameObject",
"default": "ResponsiveContainer",
"type": "string"
},
"layoutType": {
"description": "LayoutGroup orientation for arranging children",
"default": "horizontal",
"type": "string",
"enum": [
"horizontal",
"vertical"
]
},
"spacing": {
"description": "Spacing in pixels between child elements",
"default": 10,
"type": "number"
},
"padding": {
"description": "Inner padding in pixels around the layout",
"default": 20,
"type": "number"
},
"childAlignment": {
"description": "Child alignment within the LayoutGroup",
"default": "middle-center",
"type": "string",
"enum": [
"upper-left",
"upper-center",
"upper-right",
"middle-left",
"middle-center",
"middle-right",
"lower-left",
"lower-center",
"lower-right"
]
},
"useContentSizeFitter": {
"description": "Attach a ContentSizeFitter to auto-fit the container size",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_setup_ui_animation": {
"title": "Setup UI Animation",
"description": "Setup UI animations for elements (fade, scale, slide)",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Target GameObject name",
"type": "string"
},
"animationType": {
"description": "Type of tween animation to play on the UI element",
"default": "fade",
"type": "string",
"enum": [
"fade",
"scale",
"slide-left",
"slide-up",
"scale-fade"
]
},
"duration": {
"description": "Animation duration in seconds",
"default": 0.5,
"type": "number"
},
"delay": {
"description": "Delay in seconds before the animation starts",
"default": 0,
"type": "number"
},
"easing": {
"description": "Easing curve name applied to the animation (e.g., ease, linear)",
"default": "ease",
"type": "string"
},
"autoPlay": {
"description": "Play the animation automatically on enable",
"default": false,
"type": "boolean"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_create_ui_grid": {
"title": "Create UI Grid",
"description": "Create UI grid layout with customizable elements",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"gridName": {
"description": "Name of the GridLayoutGroup root GameObject",
"default": "UIGrid",
"type": "string"
},
"columns": {
"description": "Number of grid columns",
"default": 3,
"type": "number"
},
"rows": {
"description": "Number of grid rows",
"default": 3,
"type": "number"
},
"cellSize": {
"description": "Cell size as \"width,height\"",
"default": "100,100",
"type": "string"
},
"spacing": {
"description": "Spacing as \"x,y\"",
"default": "10,10",
"type": "string"
},
"padding": {
"description": "Padding as \"left,right,top,bottom\"",
"default": "10,10,10,10",
"type": "string"
},
"fillType": {
"description": "Type of UI element placed in each grid cell",
"default": "button",
"type": "string",
"enum": [
"button",
"image",
"text",
"toggle"
]
}
}
},
"embedding": null
},
"unity_setup_scroll_view": {
"title": "Setup Scroll View",
"description": "Create complete scroll view with content and scrollbars",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"scrollViewName": {
"description": "Name of the ScrollRect root GameObject",
"default": "ScrollView",
"type": "string"
},
"scrollDirection": {
"description": "Axis the ScrollRect can scroll along",
"default": "vertical",
"type": "string",
"enum": [
"vertical",
"horizontal"
]
},
"contentType": {
"description": "Type of UI prefab used for each scroll item",
"default": "text",
"type": "string",
"enum": [
"text",
"button",
"image"
]
},
"itemCount": {
"description": "Number of items to populate the content with",
"default": 10,
"type": "number"
},
"itemSize": {
"description": "Item size as \"width,height\"",
"default": "200,50",
"type": "string"
},
"useScrollbar": {
"description": "Add a Scrollbar component along the scroll axis",
"default": true,
"type": "boolean"
},
"elasticity": {
"description": "ScrollRect elasticity when scrolling past the bounds",
"default": 0.1,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_ui_notification": {
"title": "Create UI Notification",
"description": "Create notification system with different types and positions",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"notificationName": {
"description": "Name of the notification manager GameObject",
"default": "NotificationSystem",
"type": "string"
},
"notificationType": {
"description": "Visual style applied to the notification",
"default": "toast",
"type": "string",
"enum": [
"toast",
"success",
"warning",
"error"
]
},
"position": {
"description": "Anchor position of the notification on screen",
"default": "top-right",
"type": "string",
"enum": [
"top-left",
"top-center",
"top-right",
"center",
"bottom-center"
]
},
"animationType": {
"description": "Show/hide animation for the notification",
"default": "slide",
"type": "string",
"enum": [
"slide",
"fade",
"scale",
"none"
]
},
"autoHide": {
"description": "Automatically dismiss the notification after the delay",
"default": true,
"type": "boolean"
},
"hideDelay": {
"description": "Seconds before the notification auto-hides",
"default": 3,
"type": "number"
}
}
},
"embedding": null
},
"unity_setup_ui_navigation": {
"title": "Setup UI Navigation",
"description": "Create UI navigation system (tabs, buttons, toggles)",
"category": "Physics",
"inputSchema": {
"type": "object",
"properties": {
"navigationName": {
"description": "Name for the navigation root GameObject",
"default": "UINavigation",
"type": "string"
},
"navigationType": {
"description": "Navigation control style to generate",
"default": "tab",
"type": "string",
"enum": [
"tab",
"button",
"toggle"
]
},
"itemCount": {
"description": "Number of navigation items to create",
"default": 3,
"type": "number"
},
"orientation": {
"description": "Layout direction for the navigation items",
"default": "horizontal",
"type": "string",
"enum": [
"horizontal",
"vertical"
]
},
"selectedIndex": {
"description": "Index of the item initially selected",
"default": 0,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_ui_dialog": {
"title": "Create UI Dialog",
"description": "Create modal dialogs (confirmation, alert, input)",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"dialogName": {
"description": "Name for the dialog root GameObject",
"default": "Dialog",
"type": "string"
},
"dialogType": {
"description": "Dialog template to instantiate (confirmation, alert, or input)",
"default": "confirmation",
"type": "string",
"enum": [
"confirmation",
"alert",
"input"
]
},
"title": {
"description": "Title bar text displayed at the top of the dialog",
"default": "Dialog Title",
"type": "string"
},
"message": {
"description": "Body message shown inside the dialog",
"default": "Dialog message content",
"type": "string"
},
"hasOverlay": {
"description": "Add a dimmed full-screen overlay behind the dialog",
"default": true,
"type": "boolean"
},
"isModal": {
"description": "Block input to underlying UI while the dialog is open",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_optimize_ui_canvas": {
"title": "Optimize UI Canvas",
"description": "Optimize Canvas for performance, quality, or mobile",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"canvasName": {
"description": "Specific canvas name (leave empty for first found)",
"type": "string"
},
"optimizationType": {
"description": "Canvas optimization profile to apply",
"default": "performance",
"type": "string",
"enum": [
"performance",
"quality",
"mobile"
]
},
"targetFrameRate": {
"description": "Target frame rate (FPS) used to tune Canvas update settings",
"default": 60,
"type": "number"
},
"enablePixelPerfect": {
"description": "Enable Canvas pixel perfect rendering for sharper UI",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_setup_safe_area": {
"title": "Setup Safe Area",
"description": "Setup Safe Area for mobile devices with notch support",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"safeAreaName": {
"description": "Name for the created Safe Area container GameObject",
"default": "SafeAreaContainer",
"type": "string"
},
"targetObject": {
"description": "Target object (leave empty to create new)",
"type": "string"
},
"applyToCanvas": {
"description": "Apply Safe Area adjustments to the parent Canvas",
"default": false,
"type": "boolean"
},
"includeNotch": {
"description": "Account for device notch cutouts when computing the safe area",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_apply_ui_theme": {
"title": "Apply UI Theme",
"description": "Apply a complete theme to UI elements",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"themeName": {
"description": "Theme name (e.g., Dark, Light, Custom)",
"type": "string"
},
"targetCanvas": {
"description": "Target canvas name",
"type": "string"
},
"primaryColor": {
"description": "Primary color hex",
"type": "string"
},
"secondaryColor": {
"description": "Secondary color hex",
"type": "string"
},
"accentColor": {
"description": "Accent color hex",
"type": "string"
}
},
"required": [
"themeName"
]
},
"embedding": null
},
"unity_set_ui_colors": {
"title": "Set UI Colors",
"description": "Set colors for UI elements",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Target UI element",
"type": "string"
},
"normalColor": {
"description": "Default Selectable color in hex (e.g., #FFFFFF)",
"type": "string"
},
"highlightedColor": {
"description": "Hover/highlighted state color in hex",
"type": "string"
},
"pressedColor": {
"description": "Pressed state color in hex",
"type": "string"
},
"selectedColor": {
"description": "Selected state color in hex",
"type": "string"
},
"disabledColor": {
"description": "Disabled state color in hex",
"type": "string"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_style_ui_elements": {
"title": "Style UI Elements",
"description": "Apply styling to UI elements",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Target UI GameObject name to style",
"type": "string"
},
"borderRadius": {
"description": "Corner radius in pixels for rounded UI borders",
"type": "number"
},
"borderWidth": {
"description": "Border outline width in pixels",
"type": "number"
},
"borderColor": {
"description": "Border color as hex code (e.g., #FFFFFF)",
"type": "string"
},
"shadowOffset": {
"description": "Shadow offset as \"x,y\" pixels from the element",
"type": "string"
},
"shadowColor": {
"description": "Drop shadow color as hex or rgba string",
"type": "string"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_add_ui_effects": {
"title": "Add UI Effects",
"description": "Add visual effects to UI elements",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Target UI GameObject to apply the effect to",
"type": "string"
},
"effectType": {
"description": "Visual effect component to add to the UI element",
"default": "Shadow",
"type": "string",
"enum": [
"Shadow",
"Outline",
"Gradient",
"Glow",
"Blur"
]
},
"color": {
"description": "Effect color in hex (e.g., #000000) or rgba string",
"type": "string"
},
"intensity": {
"description": "Effect strength multiplier controlling distance or alpha",
"default": 1,
"type": "number"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_set_typography": {
"title": "Set Typography",
"description": "Configure text styling and fonts",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Target UI Text or TextMeshPro GameObject name",
"type": "string"
},
"fontAsset": {
"description": "Path to font asset (TTF, OTF, or TMP_FontAsset)",
"type": "string"
},
"fontSize": {
"description": "Font size in points",
"type": "number"
},
"fontStyle": {
"description": "Font style applied to the text component",
"type": "string",
"enum": [
"Normal",
"Bold",
"Italic",
"BoldItalic"
]
},
"lineSpacing": {
"description": "Line spacing multiplier between text lines",
"type": "number"
},
"characterSpacing": {
"description": "Spacing between individual characters in the text",
"type": "number"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_get_texture_details": {
"title": "Get Texture Details",
"description": "Get detailed information about a texture asset",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to texture asset",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_get_mesh_details": {
"title": "Get Mesh Details",
"description": "Get detailed information about a mesh asset",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to mesh/model asset",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_get_audio_details": {
"title": "Get Audio Details",
"description": "Get detailed information about an audio clip",
"category": "Audio",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to audio asset",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_get_animation_details": {
"title": "Get Animation Details",
"description": "Get detailed information about an animation clip",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to animation asset",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_get_material_details": {
"title": "Get Material Details",
"description": "Get detailed information about a material",
"category": "Material",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to material asset",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_get_asset_file_info": {
"title": "Get Asset File Info",
"description": "Get file system information about an asset",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to asset",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_analyze_asset_usage": {
"title": "Analyze Asset Usage",
"description": "Find where an asset is used in the project",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to asset",
"type": "string"
},
"searchScenes": {
"description": "Include scene files when scanning for asset references",
"default": true,
"type": "boolean"
},
"searchPrefabs": {
"description": "Include prefab assets when scanning for asset references",
"default": true,
"type": "boolean"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_get_asset_import_settings": {
"title": "Get Asset Import Settings",
"description": "Get import settings for an asset",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"path": {
"description": "Path to asset",
"type": "string"
}
},
"required": [
"path"
]
},
"embedding": null
},
"unity_get_runtime_status": {
"title": "Get Runtime Status",
"description": "Get current runtime status (play mode, pause, etc.)",
"category": "Other",
"inputSchema": null,
"embedding": null
},
"unity_get_performance_metrics": {
"title": "Get Performance Metrics",
"description": "Get current performance metrics (FPS, frame time, etc.)",
"category": "Other",
"inputSchema": null,
"embedding": null
},
"unity_get_memory_usage": {
"title": "Get Memory Usage",
"description": "Get current memory usage statistics",
"category": "Other",
"inputSchema": null,
"embedding": null
},
"unity_get_error_status": {
"title": "Get Error Status",
"description": "Get current error and warning counts",
"category": "Other",
"inputSchema": null,
"embedding": null
},
"unity_get_build_status": {
"title": "Get Build Status",
"description": "Get current build status and settings",
"category": "Other",
"inputSchema": null,
"embedding": null
},
"unity_get_camera_info": {
"title": "Get Camera Info",
"description": "Get information about cameras in the scene",
"category": "Camera",
"inputSchema": {
"type": "object",
"properties": {
"cameraName": {
"description": "Specific camera name (omit for all)",
"type": "string"
}
}
},
"embedding": null
},
"unity_get_terrain_info": {
"title": "Get Terrain Info",
"description": "Get information about terrain in the scene",
"category": "Weather",
"inputSchema": {
"type": "object",
"properties": {
"terrainName": {
"description": "Specific terrain GameObject name to query (omit to list all terrains)",
"type": "string"
}
}
},
"embedding": null
},
"unity_get_lighting_info": {
"title": "Get Lighting Info",
"description": "Get information about lights in the scene",
"category": "Lighting",
"inputSchema": null,
"embedding": null
},
"unity_get_material_info": {
"title": "Get Material Info",
"description": "Get information about materials used in scene",
"category": "Material",
"inputSchema": {
"type": "object",
"properties": {
"objectName": {
"description": "Specific object to check",
"type": "string"
}
}
},
"embedding": null
},
"unity_get_ui_info": {
"title": "Get UI Info",
"description": "Get information about UI elements in scene",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"canvasName": {
"description": "Specific Canvas GameObject name to inspect (omit for all canvases)",
"type": "string"
}
}
},
"embedding": null
},
"unity_get_physics_info": {
"title": "Get Physics Info",
"description": "Get information about physics objects in scene",
"category": "Physics",
"inputSchema": null,
"embedding": null
},
"unity_import_mixamo_animation": {
"title": "Import Mixamo Animation",
"description": "Import and setup animation from Mixamo",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"fbxPath": {
"description": "Path to Mixamo FBX file",
"type": "string"
},
"targetRig": {
"description": "Target character rig",
"type": "string"
},
"loopAnimation": {
"description": "Enable loop wrap mode on the imported AnimationClip",
"default": false,
"type": "boolean"
}
},
"required": [
"fbxPath"
]
},
"embedding": null
},
"unity_organize_animation_assets": {
"title": "Organize Animation Assets",
"description": "Organize animation files into proper folder structure",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"sourcePath": {
"description": "Source folder path",
"type": "string"
},
"targetPath": {
"description": "Target folder path",
"type": "string"
},
"groupBy": {
"description": "Grouping strategy for organizing animation files into subfolders",
"default": "character",
"type": "string",
"enum": [
"character",
"type",
"action"
]
}
},
"required": [
"sourcePath"
]
},
"embedding": null
},
"unity_setup_character_ik": {
"title": "Setup Character IK",
"description": "Setup Inverse Kinematics for a character",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Character object name",
"type": "string"
},
"ikType": {
"description": "Inverse Kinematics setup type to configure on the Animator",
"default": "FullBody",
"type": "string",
"enum": [
"FullBody",
"FootIK",
"HandIK",
"LookAt"
]
},
"weight": {
"description": "IK influence weight from 0 (off) to 1 (full)",
"default": 1,
"type": "number"
}
},
"required": [
"targetObject"
]
},
"embedding": null
},
"unity_create_animation_layer_mask": {
"title": "Create Animation Layer Mask",
"description": "Create an avatar mask for animation layers",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"maskName": {
"description": "Name for the mask",
"type": "string"
},
"bodyParts": {
"description": "Body parts to include",
"type": "array"
},
"savePath": {
"description": "Asset path where the AvatarMask asset will be saved",
"type": "string"
}
},
"required": [
"maskName",
"bodyParts"
]
},
"embedding": null
},
"unity_setup_advanced_blend_tree": {
"title": "Setup Advanced Blend Tree",
"description": "Create complex blend trees for animation",
"category": "Cinemachine",
"inputSchema": {
"type": "object",
"properties": {
"controllerPath": {
"description": "Path to animator controller",
"type": "string"
},
"blendTreeName": {
"description": "Name for blend tree",
"type": "string"
},
"blendType": {
"description": "Blend tree dimension and interpolation algorithm used by the Animator",
"default": "2D_FreeformDirectional",
"type": "string",
"enum": [
"1D",
"2D_SimpleDirectional",
"2D_FreeformDirectional",
"2D_FreeformCartesian",
"Direct"
]
}
},
"required": [
"controllerPath",
"blendTreeName"
]
},
"embedding": null
},
"unity_retarget_animation": {
"title": "Retarget Animation",
"description": "Retarget animation from one avatar to another",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"sourceClip": {
"description": "Source animation clip path",
"type": "string"
},
"targetAvatar": {
"description": "Target avatar/rig path",
"type": "string"
},
"outputPath": {
"description": "Asset path to save the retargeted AnimationClip",
"type": "string"
}
},
"required": [
"sourceClip",
"targetAvatar"
]
},
"embedding": null
},
"unity_create_transition_preset": {
"title": "Create Transition Preset",
"description": "Create reusable animation transition preset",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"presetName": {
"description": "Identifier for the saved transition preset",
"type": "string"
},
"duration": {
"description": "Transition duration in seconds or normalized time",
"default": 0.25,
"type": "number"
},
"exitTime": {
"description": "Normalized time at which the source state can exit",
"default": 0.75,
"type": "number"
},
"hasFixedDuration": {
"description": "If true, duration is in seconds rather than normalized time",
"default": true,
"type": "boolean"
},
"interruptionSource": {
"description": "Which state can interrupt this transition",
"type": "string",
"enum": [
"None",
"Source",
"Destination",
"SourceThenDestination",
"DestinationThenSource"
]
}
},
"required": [
"presetName"
]
},
"embedding": null
},
"unity_analyze_animation_performance": {
"title": "Analyze Animation Performance",
"description": "Analyze and optimize animation performance",
"category": "Animation",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Specific object or all animated objects",
"type": "string"
},
"includeBlendShapes": {
"description": "Include SkinnedMeshRenderer blend shape costs in analysis",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_get_project_stats": {
"title": "Get Project Stats",
"description": "Get overall project statistics",
"category": "Other",
"inputSchema": null,
"embedding": null
},
"unity_get_gameobject_details": {
"title": "Get GameObject Details",
"description": "Get detailed information about a specific GameObject",
"category": "GameObject",
"inputSchema": {
"type": "object",
"properties": {
"objectName": {
"description": "Name of the GameObject",
"type": "string"
}
},
"required": [
"objectName"
]
},
"embedding": null
},
"unity_set_property": {
"title": "Set Property",
"description": "Set a property value on any component",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "Target GameObject name",
"type": "string"
},
"componentType": {
"description": "Component type (e.g., Transform, Rigidbody)",
"type": "string"
},
"propertyName": {
"description": "Property name to set",
"type": "string"
},
"value": {
"description": "Value to set (will be parsed based on property type)",
"type": "string"
}
},
"required": [
"targetObject",
"componentType",
"propertyName",
"value"
]
},
"embedding": null
},
"unity_execute_batch": {
"title": "Execute Multiple Operations in Single Call",
"description": "Execute multiple Unity commands in a single call to reduce token consumption and API round-trips.",
"category": "Other",
"inputSchema": null,
"embedding": null
},
"unity_send_chat_response": {
"title": "Send Chat Response",
"description": "Send a response to the Unity chat interface",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"message": {
"description": "Message to send",
"type": "string"
},
"type": {
"description": "Severity style applied to the chat message in the Unity UI",
"default": "info",
"type": "string",
"enum": [
"info",
"success",
"warning",
"error"
]
}
},
"required": [
"message"
]
},
"embedding": null
},
"unity_check_messages": {
"title": "Check Messages",
"description": "Check for pending messages from Unity",
"category": "Other",
"inputSchema": null,
"embedding": null
},
"unity_create_caustics": {
"title": "Create Caustics",
"description": "Create underwater caustics effect",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"targetObject": {
"description": "GameObject name to receive the caustics projector or material",
"type": "string"
},
"intensity": {
"description": "Brightness multiplier of the caustics light pattern",
"default": 1,
"type": "number"
},
"scale": {
"description": "Tiling scale of the caustics texture in world units",
"default": 1,
"type": "number"
},
"speed": {
"description": "Animation playback speed of the caustics pattern",
"default": 1,
"type": "number"
}
}
},
"embedding": null
},
"unity_create_water": {
"title": "Create Water",
"description": "Create water surface with waves and reflections",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"waterType": {
"description": "Preset water body that determines waves, foam, and flow defaults",
"default": "Ocean",
"type": "string",
"enum": [
"Ocean",
"Lake",
"River",
"Pool"
]
},
"size": {
"description": "Size of the water plane in world units",
"default": 100,
"type": "number"
},
"quality": {
"description": "Shader and reflection quality tier for the water surface",
"default": "Medium",
"type": "string",
"enum": [
"Low",
"Medium",
"High"
]
}
}
},
"embedding": null
},
"unity_modify_script": {
"title": "Modify Script",
"description": "Edit existing Unity scripts.",
"category": "Scripting",
"inputSchema": {
"type": "object",
"properties": {
"scriptPath": {
"description": "Full path to script (e.g., Assets/Scripts/MyScript.cs) - use this OR fileName",
"type": "string"
},
"fileName": {
"description": "Just the script name (e.g., MyScript.cs or MyScript) - use this OR scriptPath",
"type": "string"
},
"operation": {
"description": "Type of modification: replace=overwrite entire file content, insert=add at specific position, append=add to end, prepend=add to beginning",
"default": "replace",
"type": "string",
"enum": [
"replace",
"insert",
"append",
"prepend"
]
},
"content": {
"description": "New content to add or replace. For replace operation, this will become the entire file content",
"type": "string"
},
"searchText": {
"description": "Text to search for when using replace or insert operations",
"type": "string"
},
"lineNumber": {
"description": "Line number for line-specific operations (1-based)",
"type": "number"
}
},
"required": [
"content"
]
},
"embedding": null
},
"unity_edit_script_line": {
"title": "Edit Script Line",
"description": "Edit a specific line in a Unity script.",
"category": "Scripting",
"inputSchema": {
"type": "object",
"properties": {
"scriptPath": {
"description": "Full path (e.g., Assets/Scripts/MyScript.cs) - use this OR fileName",
"type": "string"
},
"fileName": {
"description": "Script name (e.g., MyScript.cs or just MyScript) - use this OR scriptPath",
"type": "string"
},
"lineNumber": {
"description": "Line number to edit (1-based)",
"type": "number"
},
"newContent": {
"description": "New content for the line",
"type": "string"
}
},
"required": [
"lineNumber",
"newContent"
]
},
"embedding": null
},
"unity_add_script_method": {
"title": "Add Script Method",
"description": "Add a new method to a Unity script.",
"category": "Scripting",
"inputSchema": {
"type": "object",
"properties": {
"scriptPath": {
"description": "Full path (e.g., Assets/Scripts/MyScript.cs) - use this OR fileName",
"type": "string"
},
"fileName": {
"description": "Script name (e.g., MyScript.cs or just MyScript) - use this OR scriptPath",
"type": "string"
},
"methodName": {
"description": "Name of the method to add",
"type": "string"
},
"methodContent": {
"description": "Complete method implementation with proper indentation",
"type": "string"
},
"insertAfter": {
"description": "Insert after this method/pattern (optional, defaults to end of class)",
"type": "string"
}
},
"required": [
"methodName",
"methodContent"
]
},
"embedding": null
},
"unity_update_script_variable": {
"title": "Update Script Variable",
"description": "Update variable declaration or value in a Unity script.",
"category": "Scripting",
"inputSchema": {
"type": "object",
"properties": {
"scriptPath": {
"description": "Path to the script file",
"type": "string"
},
"fileName": {
"description": "Name of the script file to find",
"type": "string"
},
"variableName": {
"description": "Name of the variable to update",
"type": "string"
},
"newDeclaration": {
"description": "New variable declaration (e.g., \"public float speed = 10f;\")",
"type": "string"
},
"updateType": {
"description": "Update type: declaration or just value",
"default": "declaration",
"type": "string",
"enum": [
"declaration",
"value"
]
}
},
"required": [
"variableName",
"newDeclaration"
]
},
"embedding": null
},
"unity_read_script": {
"title": "Read Script Content",
"description": "🔍 Search for patterns across multiple script files using regex. Similar to grep command. Returns matching lines with file paths, line numbers, and context. Supports case-insensitive search and context lines.",
"category": "Scripting",
"inputSchema": {
"type": "object",
"properties": {
"scriptPath": {
"description": "Full path (e.g., Assets/Scripts/MyScript.cs) - use this OR fileName",
"type": "string"
},
"fileName": {
"description": "Script name (e.g., MyScript or MyScript.cs) - use this OR scriptPath",
"type": "string"
}
}
},
"embedding": null
},
"unity_grep_scripts": {
"title": "Grep Search in Scripts",
"description": "🔍 Search for patterns across multiple script files using regex. Similar to grep command. Returns matching lines with file paths, line numbers, and context. Supports case-insensitive search and context lines.",
"category": "Scripting",
"inputSchema": {
"type": "object",
"properties": {
"pattern": {
"description": "Search pattern (supports regex)",
"type": "string"
},
"filePattern": {
"description": "File pattern (glob, e.g., Assets/Scripts/**/*.cs)",
"default": "**/*.cs",
"type": "string"
},
"caseSensitive": {
"description": "Case-sensitive search",
"default": false,
"type": "boolean"
},
"contextLines": {
"description": "Number of context lines to show (like grep -C)",
"default": 0,
"type": "number"
},
"showLineNumbers": {
"description": "Show line numbers in results",
"default": true,
"type": "boolean"
},
"maxResults": {
"description": "Maximum number of results to return",
"default": 100,
"type": "number"
}
},
"required": [
"pattern"
]
},
"embedding": null
},
"unity_read_script_range": {
"title": "Read Script Range",
"description": "📄 Read a specific range of lines from a script file. Useful for large files where you only need to see a portion. Like using head/tail/sed commands.",
"category": "Scripting",
"inputSchema": {
"type": "object",
"properties": {
"scriptPath": {
"description": "Full path (e.g., Assets/Scripts/MyScript.cs)",
"type": "string"
},
"fileName": {
"description": "Script name (e.g., MyScript.cs)",
"type": "string"
},
"startLine": {
"description": "Starting line number (1-based, optional)",
"type": "number"
},
"endLine": {
"description": "Ending line number (1-based, optional)",
"type": "number"
},
"limit": {
"description": "Maximum number of lines to read",
"type": "number"
},
"offset": {
"description": "Number of lines to skip from start",
"default": 0,
"type": "number"
}
}
},
"embedding": null
},
"unity_search_code": {
"title": "Search Code in Project",
"description": "🔎 Search for code patterns across the entire Unity project. Can search in specific directories, filter by file types, and group results by file. More comprehensive than grep_scripts.",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"query": {
"description": "Search query (supports regex)",
"type": "string"
},
"searchIn": {
"description": "Directories to search in (e.g., [\"Scripts\", \"Editor\"])",
"type": "array"
},
"fileTypes": {
"description": "File extensions to search (e.g., [\".cs\", \".shader\"])",
"default": "['.cs']",
"type": "array"
},
"includeMetaFiles": {
"description": "Include .meta files in search",
"default": false,
"type": "boolean"
},
"groupByFile": {
"description": "Group results by file",
"default": true,
"type": "boolean"
},
"caseSensitive": {
"description": "Case-sensitive search",
"default": false,
"type": "boolean"
},
"maxResults": {
"description": "Maximum number of results",
"default": 200,
"type": "number"
}
},
"required": [
"query"
]
},
"embedding": null
},
"unity_list_script_files": {
"title": "List Script Files",
"description": "📁 List script files in the project with glob pattern support. Can filter by directory, pattern, and sort by various criteria. Like using find or ls commands.",
"category": "Scripting",
"inputSchema": {
"type": "object",
"properties": {
"directory": {
"description": "Directory to search in (e.g., Assets/Scripts)",
"default": "Assets",
"type": "string"
},
"pattern": {
"description": "File pattern (glob, e.g., **/*Controller.cs)",
"default": "**/*.cs",
"type": "string"
},
"recursive": {
"description": "Search recursively in subdirectories",
"default": true,
"type": "boolean"
},
"sortBy": {
"description": "Sort files by",
"default": "name",
"type": "string",
"enum": [
"name",
"size",
"modified"
]
},
"includeMetaFiles": {
"description": "Include .meta files",
"default": false,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_analyze_script": {
"title": "Analyze Script Quality",
"description": "🔍 Comprehensive script analysis tool that checks for syntax errors, code quality issues, Unity-specific problems, and provides improvement suggestions. Detects: bracket mismatches, long methods, unused variables, performance issues in Update(), null reference risks, naming conventions, and more. Use this to identify issues before modifying scripts.",
"category": "Scripting",
"inputSchema": {
"type": "object",
"properties": {
"scriptPath": {
"description": "Full path to script (e.g., Assets/Scripts/MyScript.cs) - use this OR fileName",
"type": "string"
},
"fileName": {
"description": "Just the script name (e.g., MyScript.cs or MyScript) - use this OR scriptPath",
"type": "string"
}
}
},
"embedding": null
},
"unity_analyze_performance": {
"title": "Performance Diagnostic Tool",
"description": "⚡ Comprehensive performance analysis tool that detects expensive operations in Update loops, excessive GameObject.Find usage, inefficient coroutines, string performance issues, LINQ allocations, Draw Call problems, mesh/texture optimization opportunities, lighting issues, and UI performance bottlenecks. Provides detailed recommendations for optimization.",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"scriptPath": {
"description": "Full path to script to analyze (e.g., Assets/Scripts/MyScript.cs) - use this OR fileName",
"type": "string"
},
"fileName": {
"description": "Just the script name (e.g., MyScript.cs or MyScript) - use this OR scriptPath",
"type": "string"
},
"target": {
"description": "GameObject name to analyze specifically (if not provided, analyzes entire scene)",
"type": "string"
}
}
},
"embedding": null
},
"unity_check_best_practices": {
"title": "Best Practices Checker",
"description": "✅ Analyzes Unity scripts for compliance with Unity official guidelines, coding standards, security issues, and architectural patterns. Detects: Resources.Load usage, magic numbers, singleton patterns, API key hardcoding, PlayerPrefs security issues, high coupling, large classes, and provides compliance scoring with detailed recommendations.",
"category": "Optimization",
"inputSchema": {
"type": "object",
"properties": {
"scriptPath": {
"description": "Full path to script (e.g., Assets/Scripts/MyScript.cs) - use this OR fileName",
"type": "string"
},
"fileName": {
"description": "Just the script name (e.g., MyScript.cs or MyScript) - use this OR scriptPath",
"type": "string"
}
}
},
"embedding": null
},
"unity_monitor_runtime_errors": {
"title": "Monitor Runtime Errors",
"description": "🔴 Real-time runtime error monitoring and analysis tool. Detects and categorizes: NullReferenceException, IndexOutOfRange, MissingReference, and other runtime errors. Provides error patterns, stack trace analysis, affected files, potential issues detection (deep hierarchies, self-references), and specific solutions for each error type. Essential for debugging and error prevention.",
"category": "Monitoring",
"inputSchema": {
"type": "object",
"properties": {
"timeWindow": {
"description": "Time window in seconds to analyze errors (default: 60)",
"default": 60,
"type": "number"
},
"includeWarnings": {
"description": "Include warnings in analysis (default: true)",
"default": true,
"type": "boolean"
},
"analyzeStackTrace": {
"description": "Analyze stack traces for patterns (default: true)",
"default": true,
"type": "boolean"
}
}
},
"embedding": null
},
"unity_auto_attach_ui": {
"title": "Auto Attach UI Elements",
"description": "Automatically attach UI elements to component fields based on naming conventions",
"category": "Utility",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Name of the GameObject with the component (e.g., TetrisGameManager)",
"type": "string"
},
"component": {
"description": "Component name (optional, will find first custom component if not specified)",
"type": "string"
}
},
"required": [
"target"
]
},
"embedding": null
},
"unity_setup_ui_canvas": {
"title": "Setup UI Canvas",
"description": "Configure UI Canvas with different render modes (overlay, camera, world) and settings",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"canvasName": {
"description": "Name of the canvas",
"default": "Canvas",
"type": "string"
},
"renderMode": {
"description": "Canvas render mode",
"default": "overlay",
"type": "string",
"enum": [
"overlay",
"screenspace-overlay",
"camera",
"screenspace-camera",
"world",
"worldspace"
]
},
"sortingOrder": {
"description": "Sorting order for overlay mode",
"default": 0,
"type": "number"
},
"pixelPerfect": {
"description": "Enable pixel perfect rendering",
"default": false,
"type": "boolean"
},
"camera": {
"description": "Camera name for camera mode (use \"new\" to create UI camera)",
"type": "string"
},
"planeDistance": {
"description": "Plane distance for camera mode",
"default": 100,
"type": "number"
},
"position": {
"description": "Position for world space canvas (e.g., \"0,0,5\")",
"type": "string"
},
"rotation": {
"description": "Rotation for world space canvas (e.g., \"0,180,0\")",
"type": "string"
},
"scale": {
"description": "Scale for world space canvas (e.g., \"0.01,0.01,0.01\")",
"type": "string"
},
"sizeDelta": {
"description": "Canvas size for world space (e.g., \"1920,1080\")",
"type": "string"
},
"scaleMode": {
"description": "Canvas scaler mode",
"type": "string",
"enum": [
"constant-pixel",
"scale-with-screen",
"constant-physical"
]
},
"referenceResolution": {
"description": "Reference resolution for scale-with-screen mode",
"default": "1920,1080",
"type": "string"
},
"match": {
"description": "Width/Height match for scale-with-screen mode",
"default": 0.5,
"type": "number"
},
"scaleFactor": {
"description": "Scale factor for constant-pixel mode",
"default": 1,
"type": "number"
},
"pixelsPerUnit": {
"description": "Pixels per unit for constant-physical mode",
"default": 100,
"type": "number"
}
}
},
"embedding": null
},
"unity_set_ui_anchor": {
"title": "Set UI Anchor",
"description": "Set UI element anchor presets or custom anchor values for RectTransform",
"category": "UI",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "Name of the UI element",
"type": "string"
},
"preset": {
"description": "Anchor preset to apply",
"type": "string",
"enum": [
"center",
"middle-center",
"top-left",
"top-center",
"top-right",
"middle-left",
"middle-right",
"bottom-left",
"bottom-center",
"bottom-right",
"stretch-horizontal",
"stretch-vertical",
"stretch-all",
"fill",
"top-stretch",
"bottom-stretch",
"left-stretch",
"right-stretch",
"custom"
]
},
"anchorMin": {
"description": "Custom anchor min (e.g., \"0,0\") - only for custom preset",
"type": "string"
},
"anchorMax": {
"description": "Custom anchor max (e.g., \"1,1\") - only for custom preset",
"type": "string"
},
"pivot": {
"description": "Pivot point (e.g., \"0.5,0.5\") - only for custom preset",
"type": "string"
},
"anchoredPosition": {
"description": "Anchored position (e.g., \"0,0\")",
"type": "string"
},
"sizeDelta": {
"description": "Size delta (e.g., \"100,100\")",
"type": "string"
},
"keepPosition": {
"description": "Keep current position when applying preset",
"default": false,
"type": "boolean"
},
"keepSize": {
"description": "Keep current size when applying preset",
"default": false,
"type": "boolean"
},
"offset": {
"description": "Offset for stretch-all/fill presets",
"type": "number"
}
},
"required": [
"target"
]
},
"embedding": null
},
"unity_dynamic_inspect": {
"title": "Dynamic Inspect",
"description": "Dynamically inspect any Unity object, component, scene, or project assets. Use this to discover what properties are available before modifying them.",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"target": {
"description": "What to inspect: gameobject (properties/components), component (all serialized fields), scene (current scene info), project (project structure), prefabs (search prefabs), hierarchy (scene hierarchy)",
"type": "string",
"enum": [
"gameobject",
"component",
"scene",
"project",
"prefabs",
"hierarchy"
]
},
"name": {
"description": "GameObject name (for gameobject/component targets)",
"type": "string"
},
"component": {
"description": "Component type to inspect (e.g., \"Camera\", \"CinemachineVirtualCamera\")",
"type": "string"
},
"path": {
"description": "Asset path filter for project/prefabs (e.g., \"Assets/Prefabs/*\")",
"type": "string"
},
"depth": {
"description": "Hierarchy depth for nested inspection (default: 2)",
"default": 2,
"type": "number"
}
},
"required": [
"target"
]
},
"embedding": null
},
"unity_dynamic_modify": {
"title": "Dynamic Modify",
"description": "Dynamically modify any property of a Unity component using property paths. Use unity_dynamic_inspect first to discover available properties.",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"gameObject": {
"description": "GameObject name",
"type": "string"
},
"component": {
"description": "Component type (e.g., \"Transform\", \"Camera\", \"CinemachineVirtualCamera\")",
"type": "string"
},
"properties": {
"description": "Property paths and values as key-value pairs (e.g., {\"m_Lens.FieldOfView\": 60, \"m_Priority\": 10})",
"type": "string"
},
"createIfMissing": {
"description": "Add component if it does not exist",
"default": false,
"type": "boolean"
}
},
"required": [
"gameObject",
"component",
"properties"
]
},
"embedding": null
},
"unity_dynamic_create": {
"title": "Dynamic Create",
"description": "Create GameObjects, instantiate prefabs, load scenes, or add components. Universal creation tool.",
"category": "Other",
"inputSchema": {
"type": "object",
"properties": {
"type": {
"description": "What to create: gameobject (empty or primitive), prefab (instantiate from asset), scene (load scene), component (add to existing object)",
"type": "string",
"enum": [
"gameobject",
"prefab",
"scene",
"component"
]
},
"name": {
"description": "Name for new GameObject",
"type": "string"
},
"primitive": {
"description": "Primitive type (for gameobject)",
"type": "string",
"enum": [
"empty",
"cube",
"sphere",
"cylinder",
"plane",
"capsule",
"quad"
]
},
"asset": {
"description": "Asset path for prefab (e.g., \"Assets/Prefabs/Enemy.prefab\")",
"type": "string"
},
"scene": {
"description": "Scene name or path to load",
"type": "string"
},
"additive": {
"description": "Load scene additively (for scene type)",
"default": false,
"type": "boolean"
},
"gameObject": {
"description": "Target GameObject (for component type)",
"type": "string"
},
"component": {
"description": "Component type to add (for component type)",
"type": "string"
},
"parent": {
"description": "Parent GameObject name",
"type": "string"
},
"position": {
"description": "World position",
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
}
},
"rotation": {
"description": "Euler rotation",
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
}
},
"scale": {
"description": "Local scale",
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
}
}
},
"required": [
"type"
]
},
"embedding": null
}
}