AgentStack
SKILL verified Apache-2.0 Self-run

Editor Selection Set

skill-ivanmurzak-unity-mcp-editor-selection-set · by IvanMurzak

Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.

No reviews yet
0 installs
16 views
0.0% view→install

Install

$ agentstack add skill-ivanmurzak-unity-mcp-editor-selection-set

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

Are you the author of Editor Selection Set? Claim this listing to set pricing, connect Stripe payouts, and keep 70% of every sale.
Sign up to claim

About

Editor / Selection / Set

Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first.

Inputs

  • select — array of ObjectRef. Every entry MUST resolve via FindObject(); otherwise the tool throws before touching Selection.objects.

Behavior

Assigns the resolved array to Selection.objects, then calls UnityEditorInternal.InternalEditorUtility.RepaintAllViews() so Hierarchy/Inspector reflect the change. Returns the post-change SelectionData snapshot.

How to Call

unity-mcp-cli run-tool editor-selection-set --input '{
  "select": "string_value"
}'

> For complex input (multi-line strings, code), save the JSON to a file and use: > ``bash > unity-mcp-cli run-tool editor-selection-set --input-file args.json > ` > > Or pipe via stdin (recommended): > `bash > unity-mcp-cli run-tool editor-selection-set --input-file - {"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 | |------|------|----------|-------------| | select | any | Yes | |

Input JSON Schema

{
  "type": "object",
  "properties": {
    "select": {
      "$ref": "#/$defs/AIGD.ObjectRef-1"
    }
  },
  "$defs": {
    "AIGD.ObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
    },
    "AIGD.ObjectRef-1": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.ObjectRef",
        "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
      }
    }
  },
  "required": [
    "select"
  ]
}

Output

Output JSON Schema

{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/AIGD.SelectionData"
    }
  },
  "$defs": {
    "AIGD.GameObjectRef-1": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.GameObjectRef",
        "description": "Find GameObject in opened Prefab or in the active Scene."
      }
    },
    "AIGD.GameObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
        },
        "path": {
          "type": "string",
          "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
        },
        "name": {
          "type": "string",
          "description": "Name of a GameObject in hierarchy. Priority: 3."
        },
        "assetType": {
          "$ref": "#/$defs/System.Type",
          "description": "Type of the asset."
        },
        "assetPath": {
          "type": "string",
          "description": "Path to the asset within the project. Starts with 'Assets/'"
        },
        "assetGuid": {
          "type": "string",
          "description": "Unique identifier for the asset."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Find GameObject in opened Prefab or in the active Scene."
    },
    "System.Type": {
      "type": "string"
    },
    "AIGD.ComponentRef-1": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.ComponentRef",
        "description": "Component reference. Used to find a Component at GameObject."
      }
    },
    "AIGD.ComponentRef": {
      "type": "object",
      "properties": {
        "index": {
          "type": "integer",
          "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
        },
        "typeName": {
          "type": "string",
          "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null."
        },
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
        }
      },
      "required": [
        "index",
        "instanceID"
      ],
      "description": "Component reference. Used to find a Component at GameObject."
    },
    "System.Int32-1": {
      "type": "array",
      "items": {
        "type": "integer"
      }
    },
    "System.String-1": {
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "AIGD.ObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
    },
    "AIGD.SelectionData": {
      "type": "object",
      "properties": {
        "GameObjects": {
          "$ref": "#/$defs/AIGD.GameObjectRef-1",
          "description": "Returns the actual game object selection. Includes Prefabs, non-modifiable objects."
        },
        "Transforms": {
          "$ref": "#/$defs/AIGD.ComponentRef-1",
          "description": "Returns the top level selection, excluding Prefabs."
        },
        "InstanceIDs": {
          "$ref": "#/$defs/System.Int32-1",
          "description": "The actual unfiltered selection from the Scene returned as instance ids instead of objects."
        },
        "AssetGUIDs": {
          "$ref": "#/$defs/System.String-1",
          "description": "Returns the guids of the selected assets."
        },
        "ActiveGameObject": {
          "$ref": "#/$defs/AIGD.GameObjectRef",
          "description": "Returns the active game object. (The one shown in the inspector)."
        },
        "ActiveInstanceID": {
          "type": "integer",
          "description": "Returns the instanceID of the actual object selection. Includes Prefabs, non-modifiable objects"
        },
        "ActiveObject": {
          "$ref": "#/$defs/AIGD.ObjectRef",
          "description": "Returns the actual object selection. Includes Prefabs, non-modifiable objects."
        },
        "ActiveTransform": {
          "$ref": "#/$defs/AIGD.ComponentRef",
          "description": "Returns the active transform. (The one shown in the inspector)."
        }
      },
      "required": [
        "ActiveInstanceID"
      ]
    }
  },
  "required": [
    "result"
  ]
}

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

No reviews yet — be the first.

Versions

  • v0.1.0 Imported from the upstream source.