Free SKILL.md scraped from GitHub. Clone the repo or copy the file directly into your Claude Code skills directory.
npx versuz@latest install ivanmurzak-unity-mcp-unity-mcp-plugin-claude-skills-scene-get-datagit clone https://github.com/IvanMurzak/Unity-MCP.gitcp Unity-MCP/SKILL.MD ~/.claude/skills/ivanmurzak-unity-mcp-unity-mcp-plugin-claude-skills-scene-get-data/SKILL.md---
name: scene-get-data
description: |-
This tool retrieves the list of root GameObjects in the specified scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
Path-scoped reads (token-saving): supply 'paths' (a list of paths) to read only the listed fields/elements from the scene's root-GameObjects array via Reflector.TryReadAt, or 'viewQuery' (a ViewQuery) to navigate/filter the same array via Reflector.View. The result populates 'Data' on the returned SceneData. These two parameters are mutually exclusive.
Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Leading '#/' is stripped. Example: paths=['[0]/name'] reads the name of the first root GameObject.
---
# Scene / Get Data
## How to Call
```bash
unity-mcp-cli run-tool scene-get-data --input '{
"openedSceneName": "string_value",
"includeRootGameObjects": false,
"includeChildrenDepth": 0,
"includeBounds": false,
"includeData": false,
"paths": "string_value",
"viewQuery": "string_value"
}'
```
> For complex input (multi-line strings, code), save the JSON to a file and use:
> ```bash
> unity-mcp-cli run-tool scene-get-data --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> unity-mcp-cli run-tool scene-get-data --input-file - <<'EOF'
> {"param": "value"}
> EOF
> ```
### Troubleshooting
If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead.
Read the /unity-initial-setup skill for detailed installation instructions.
## Input
| Name | Type | Required | Description |
|------|------|----------|-------------|
| `openedSceneName` | `string` | No | Name of the opened scene. If empty or null, the active scene will be used. |
| `includeRootGameObjects` | `boolean` | No | If true, includes root GameObjects in the scene data. |
| `includeChildrenDepth` | `integer` | No | Determines the depth of the hierarchy to include. |
| `includeBounds` | `boolean` | No | If true, includes bounding box information for GameObjects. |
| `includeData` | `boolean` | No | If true, includes component data for GameObjects. |
| `paths` | `any` | No | Optional. List of paths to read individually via Reflector.TryReadAt against the scene's root-GameObjects array. Path syntax: 'fieldName', '[i]/field', '[i]/component/[j]/property'. Mutually exclusive with 'viewQuery'. |
| `viewQuery` | `any` | No | Optional. View-query filter routed through Reflector.View on the scene's root-GameObjects array. Mutually exclusive with 'paths'. |
### Input JSON Schema
```json
{
"type": "object",
"properties": {
"openedSceneName": {
"type": "string"
},
"includeRootGameObjects": {
"type": "boolean"
},
"includeChildrenDepth": {
"type": "integer"
},
"includeBounds": {
"type": "boolean"
},
"includeData": {
"type": "boolean"
},
"paths": {
"$ref": "#/$defs/System.Collections.Generic.List<System.String>"
},
"viewQuery": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.ViewQuery"
}
},
"$defs": {
"System.Collections.Generic.List<System.String>": {
"type": "array",
"items": {
"type": "string"
}
},
"System.Type": {
"type": "string"
},
"com.IvanMurzak.ReflectorNet.Model.ViewQuery": {
"type": "object",
"properties": {
"Path": {
"type": "string",
"description": "Navigate to this path first, then serialize only that subtree. Path segments are separated by '/'. Use '[i]' for array/list index (e.g. 'users/[2]/name') and '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Examples: 'admin/name', 'users/[0]/email', 'config/[timeout]'. Leave null to start from the root object."
},
"NamePattern": {
"type": "string",
"description": "Case-insensitive .NET regex pattern matched against field and property names. Only branches containing at least one match are kept in the result tree. Examples: 'orbitRadius' (exact name), 'orbit.*' (prefix match), 'radius|speed' (either name). When nothing matches, the root envelope is returned with empty fields/props. Leave null to return all fields and properties without filtering."
},
"MaxDepth": {
"type": "integer",
"description": "Maximum nesting depth of the returned serialized tree. 0 = root type name and value only — no nested fields or properties. 1 = one level of fields/props visible, their children stripped. 2 = two levels visible, and so on. Leave null (default) for unlimited depth."
},
"TypeFilter": {
"$ref": "#/$defs/System.Type",
"description": "When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type."
}
}
}
}
}
```
## Output
### Output JSON Schema
```json
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.SceneData",
"description": "Scene reference. Used to find a Scene."
}
},
"$defs": {
"System.Collections.Generic.List<AIGD.GameObjectData>": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.GameObjectData"
}
},
"AIGD.GameObjectData": {
"type": "object",
"properties": {
"Reference": {
"$ref": "#/$defs/AIGD.GameObjectRef",
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"Data": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "GameObject editable data (tag, layer, etc)."
},
"Bounds": {
"$ref": "#/$defs/UnityEngine.Bounds",
"description": "Bounds of the GameObject."
},
"Hierarchy": {
"$ref": "#/$defs/AIGD.GameObjectMetadata",
"description": "Hierarchy metadata of the GameObject."
},
"Components": {
"$ref": "#/$defs/AIGD.ComponentDataShallow[]",
"description": "Attached components shallow data of the GameObject (Read-only, use Component modification tool for modification)."
}
}
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"System.Type": {
"type": "string"
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
"type": "object",
"properties": {
"typeName": {
"type": "string",
"description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
},
"name": {
"type": "string",
"description": "Object name."
},
"value": {
"description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
},
"fields": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Nested field value."
},
"description": "Fields of the object, serialized as a list of 'SerializedMember'."
},
"props": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Nested property value."
},
"description": "Properties of the object, serialized as a list of 'SerializedMember'."
}
},
"required": [
"typeName"
],
"additionalProperties": false
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
}
},
"UnityEngine.Bounds": {
"type": "object",
"properties": {
"center": {
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
]
},
"size": {
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
]
}
},
"required": [
"center",
"size"
],
"additionalProperties": false
},
"AIGD.GameObjectMetadata": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer"
},
"path": {
"type": "string"
},
"name": {
"type": "string"
},
"sceneName": {
"type": "string"
},
"tag": {
"type": "string"
},
"activeSelf": {
"type": "boolean"
},
"activeInHierarchy": {
"type": "boolean"
},
"children": {
"$ref": "#/$defs/System.Collections.Generic.List<AIGD.GameObjectMetadata>"
}
},
"required": [
"instanceID",
"activeSelf",
"activeInHierarchy"
]
},
"System.Collections.Generic.List<AIGD.GameObjectMetadata>": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.GameObjectMetadata"
}
},
"AIGD.ComponentDataShallow[]": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.ComponentDataShallow"
}
},
"AIGD.ComponentDataShallow": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer"
},
"typeName": {
"type": "string"
},
"isEnabled": {
"type": "string",
"enum": [
"False",
"True",
"NA"
]
}
},
"required": [
"instanceID",
"isEnabled"
]
},
"AIGD.SceneData": {
"type": "object",
"properties": {
"RootGameObjects": {
"$ref": "#/$defs/System.Collections.Generic.List<AIGD.GameObjectData>"
},
"Data": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Path-scoped read or view-query result, populated when 'paths' or 'viewQuery' is supplied to the scene-get-data tool. Null otherwise."
},
"Name": {
"type": "string"
},
"IsLoaded": {
"type": "boolean"
},
"IsDirty": {
"type": "boolean"
},
"IsSubScene": {
"type": "boolean"
},
"IsValidScene": {
"type": "boolean",
"description": "Whether this is a valid Scene. A Scene may be invalid if, for example, you tried to open a Scene that does not exist. In this case, the Scene returned from EditorSceneManager.OpenScene would return False for IsValid."
},
"RootCount": {
"type": "integer"
},
"path": {
"type": "string",
"description": "Path to the Scene within the project. Starts with 'Assets/'"
},
"buildIndex": {
"type": "integer",
"description": "Build index of the Scene in the Build Settings."
},
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"IsLoaded",
"IsDirty",
"IsSubScene",
"IsValidScene",
"RootCount",
"buildIndex",
"instanceID"
],
"description": "Scene reference. Used to find a Scene."
}
},
"required": [
"result"
]
}
```