uloop-cli 0.51.0 → 0.53.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -5383,7 +5383,7 @@ var require_semver2 = __commonJS({
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  });
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5385
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  // src/cli.ts
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- var import_fs5 = require("fs");
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+ var import_fs6 = require("fs");
5387
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  var import_path6 = require("path");
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  var import_os2 = require("os");
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  var import_child_process = require("child_process");
@@ -5407,7 +5407,7 @@ var {
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  // src/execute-tool.ts
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  var readline = __toESM(require("readline"), 1);
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- var import_fs3 = require("fs");
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+ var import_fs4 = require("fs");
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  var import_path4 = require("path");
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  var semver = __toESM(require_semver2(), 1);
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@@ -5555,19 +5555,72 @@ var DirectUnityClient = class {
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  // src/port-resolver.ts
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  var import_promises = require("fs/promises");
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+ var import_fs2 = require("fs");
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  var import_path2 = require("path");
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  // src/project-root.ts
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  var import_fs = require("fs");
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  var import_path = require("path");
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- function findUnityProjectRoot(startPath = process.cwd()) {
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+ var CHILD_SEARCH_MAX_DEPTH = 3;
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+ var EXCLUDED_DIRS = /* @__PURE__ */ new Set([
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+ "node_modules",
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+ ".git",
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+ "Temp",
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+ "obj",
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+ "Build",
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+ "Builds",
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+ "Logs",
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+ "Library"
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+ ]);
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+ function isUnityProjectWithUloop(dirPath) {
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+ const hasAssets = (0, import_fs.existsSync)((0, import_path.join)(dirPath, "Assets"));
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+ const hasProjectSettings = (0, import_fs.existsSync)((0, import_path.join)(dirPath, "ProjectSettings"));
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+ const hasUloopSettings = (0, import_fs.existsSync)((0, import_path.join)(dirPath, "UserSettings/UnityMcpSettings.json"));
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+ return hasAssets && hasProjectSettings && hasUloopSettings;
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+ }
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+ function findUnityProjectsInChildren(startPath, maxDepth) {
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+ const projects = [];
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+ function scan(currentPath, depth) {
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+ if (depth > maxDepth) {
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+ return;
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+ }
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+ if (!(0, import_fs.existsSync)(currentPath)) {
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+ return;
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+ }
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+ if (isUnityProjectWithUloop(currentPath)) {
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+ projects.push(currentPath);
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+ return;
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+ }
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+ let entries;
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+ try {
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+ entries = (0, import_fs.readdirSync)(currentPath, { withFileTypes: true });
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+ } catch {
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+ return;
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+ }
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+ for (const entry of entries) {
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+ if (!entry.isDirectory()) {
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+ continue;
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+ }
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+ if (EXCLUDED_DIRS.has(entry.name)) {
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+ continue;
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+ }
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+ const fullPath = (0, import_path.join)(currentPath, entry.name);
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+ scan(fullPath, depth + 1);
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+ }
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+ }
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+ scan(startPath, 0);
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+ return projects.sort();
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+ }
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+ function findUnityProjectInParents(startPath) {
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  let currentPath = startPath;
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  while (true) {
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- const hasAssets = (0, import_fs.existsSync)((0, import_path.join)(currentPath, "Assets"));
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- const hasProjectSettings = (0, import_fs.existsSync)((0, import_path.join)(currentPath, "ProjectSettings"));
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- if (hasAssets && hasProjectSettings) {
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+ if (isUnityProjectWithUloop(currentPath)) {
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  return currentPath;
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  }
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+ const isGitRoot = (0, import_fs.existsSync)((0, import_path.join)(currentPath, ".git"));
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+ if (isGitRoot) {
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+ return null;
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+ }
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  const parentPath = (0, import_path.dirname)(currentPath);
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  if (parentPath === currentPath) {
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  return null;
@@ -5575,6 +5628,21 @@ function findUnityProjectRoot(startPath = process.cwd()) {
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  currentPath = parentPath;
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  }
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  }
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+ function findUnityProjectRoot(startPath = process.cwd()) {
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+ const childProjects = findUnityProjectsInChildren(startPath, CHILD_SEARCH_MAX_DEPTH);
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+ if (childProjects.length > 0) {
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+ if (childProjects.length > 1) {
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+ console.error("\x1B[33mWarning: Multiple Unity projects found in child directories:\x1B[0m");
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+ for (const project of childProjects) {
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+ console.error(` - ${project}`);
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+ }
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+ console.error(`\x1B[33mUsing: ${childProjects[0]}\x1B[0m`);
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+ console.error("");
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+ }
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+ return childProjects[0];
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+ }
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+ return findUnityProjectInParents(startPath);
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+ }
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  // src/port-resolver.ts
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  var DEFAULT_PORT = 8700;
@@ -5582,18 +5650,21 @@ async function resolveUnityPort(explicitPort) {
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  if (explicitPort !== void 0) {
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  return explicitPort;
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  }
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- const settingsPort = await readPortFromSettings();
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+ const projectRoot = findUnityProjectRoot();
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+ if (projectRoot === null) {
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+ throw new Error("Unity project not found. Use --port option to specify the port explicitly.");
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+ }
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+ const settingsPort = await readPortFromSettings(projectRoot);
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  if (settingsPort !== null) {
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  return settingsPort;
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  }
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  return DEFAULT_PORT;
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  }
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- async function readPortFromSettings() {
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- const projectRoot = findUnityProjectRoot();
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- if (projectRoot === null) {
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+ async function readPortFromSettings(projectRoot) {
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+ const settingsPath = (0, import_path2.join)(projectRoot, "UserSettings/UnityMcpSettings.json");
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+ if (!(0, import_fs2.existsSync)(settingsPath)) {
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  return null;
5595
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  }
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- const settingsPath = (0, import_path2.join)(projectRoot, "UserSettings/UnityMcpSettings.json");
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  let content;
5598
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  try {
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  content = await (0, import_promises.readFile)(settingsPath, "utf-8");
@@ -5616,12 +5687,12 @@ async function readPortFromSettings() {
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  }
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  // src/tool-cache.ts
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- var import_fs2 = require("fs");
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+ var import_fs3 = require("fs");
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  var import_path3 = require("path");
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  // src/default-tools.json
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  var default_tools_default = {
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- version: "0.51.0",
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+ version: "0.53.0",
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  tools: [
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  {
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  name: "compile",
@@ -6028,9 +6099,9 @@ function getDefaultTools() {
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  }
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  function loadToolsCache() {
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  const cachePath = getCachePath();
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- if ((0, import_fs2.existsSync)(cachePath)) {
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+ if ((0, import_fs3.existsSync)(cachePath)) {
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  try {
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- const content = (0, import_fs2.readFileSync)(cachePath, "utf-8");
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+ const content = (0, import_fs3.readFileSync)(cachePath, "utf-8");
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  return JSON.parse(content);
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  } catch {
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  return getDefaultTools();
@@ -6041,18 +6112,18 @@ function loadToolsCache() {
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  function saveToolsCache(cache) {
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  const cacheDir = getCacheDir();
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  const cachePath = getCachePath();
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- if (!(0, import_fs2.existsSync)(cacheDir)) {
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- (0, import_fs2.mkdirSync)(cacheDir, { recursive: true });
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+ if (!(0, import_fs3.existsSync)(cacheDir)) {
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+ (0, import_fs3.mkdirSync)(cacheDir, { recursive: true });
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  }
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  const content = JSON.stringify(cache, null, 2);
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- (0, import_fs2.writeFileSync)(cachePath, content, "utf-8");
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+ (0, import_fs3.writeFileSync)(cachePath, content, "utf-8");
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  }
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  function getCacheFilePath() {
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  return getCachePath();
6052
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  }
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  // src/version.ts
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- var VERSION = "0.51.0";
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+ var VERSION = "0.53.0";
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  // src/spinner.ts
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  var SPINNER_FRAMES = ["\u280B", "\u2819", "\u2839", "\u2838", "\u283C", "\u2834", "\u2826", "\u2827", "\u2807", "\u280F"];
@@ -6156,15 +6227,15 @@ function checkUnityBusyState() {
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  return;
6157
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  }
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  const compilingLock = (0, import_path4.join)(projectRoot, "Temp", "compiling.lock");
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- if ((0, import_fs3.existsSync)(compilingLock)) {
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+ if ((0, import_fs4.existsSync)(compilingLock)) {
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  throw new Error("UNITY_COMPILING");
6161
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  }
6162
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  const domainReloadLock = (0, import_path4.join)(projectRoot, "Temp", "domainreload.lock");
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- if ((0, import_fs3.existsSync)(domainReloadLock)) {
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+ if ((0, import_fs4.existsSync)(domainReloadLock)) {
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  throw new Error("UNITY_DOMAIN_RELOAD");
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  }
6166
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  const serverStartingLock = (0, import_path4.join)(projectRoot, "Temp", "serverstarting.lock");
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- if ((0, import_fs3.existsSync)(serverStartingLock)) {
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+ if ((0, import_fs4.existsSync)(serverStartingLock)) {
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  throw new Error("UNITY_SERVER_STARTING");
6169
6240
  }
6170
6241
  }
@@ -6339,7 +6410,7 @@ function pascalToKebabCase(pascal) {
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  }
6340
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6341
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  // src/skills/skills-manager.ts
6342
- var import_fs4 = require("fs");
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+ var import_fs5 = require("fs");
6343
6414
  var import_path5 = require("path");
6344
6415
  var import_os = require("os");
6345
6416
 
@@ -6356,7 +6427,7 @@ var SKILL_default3 = '---\nname: uloop-compile\ndescription: Compile Unity proje
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  var SKILL_default4 = "---\nname: uloop-control-play-mode\ndescription: Control Unity Editor play mode via uloop CLI. Use when you need to: (1) Start play mode for testing, (2) Stop play mode after testing, (3) Pause play mode for debugging.\n---\n\n# uloop control-play-mode\n\nControl Unity Editor play mode (play/stop/pause).\n\n## Usage\n\n```bash\nuloop control-play-mode [options]\n```\n\n## Parameters\n\n| Parameter | Type | Default | Description |\n|-----------|------|---------|-------------|\n| `--action` | string | `Play` | Action to perform: `Play`, `Stop`, `Pause` |\n\n## Examples\n\n```bash\n# Start play mode\nuloop control-play-mode --action Play\n\n# Stop play mode\nuloop control-play-mode --action Stop\n\n# Pause play mode\nuloop control-play-mode --action Pause\n```\n\n## Output\n\nReturns JSON with the current play mode state:\n- `IsPlaying`: Whether Unity is currently in play mode\n- `IsPaused`: Whether play mode is paused\n- `Message`: Description of the action performed\n\n## Notes\n\n- Play action starts the game in the Unity Editor (also resumes from pause)\n- Stop action exits play mode and returns to edit mode\n- Pause action pauses the game while remaining in play mode\n- Useful for automated testing workflows\n";
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  // ../Editor/Api/McpTools/ExecuteDynamicCode/SKILL.md
6359
- var SKILL_default5 = "---\nname: uloop-execute-dynamic-code\ndescription: Execute C# code dynamically in Unity Editor via uloop CLI. Use for editor automation: (1) Prefab/material wiring and AddComponent operations, (2) Reference wiring with SerializedObject, (3) Scene/hierarchy edits and batch operations. NOT for file I/O or script authoring.\n---\n\n# uloop execute-dynamic-code\n\nExecute C# code dynamically in Unity Editor.\n\n## Usage\n\n```bash\nuloop execute-dynamic-code --code '<c# code>'\n```\n\n## Parameters\n\n| Parameter | Type | Description |\n|-----------|------|-------------|\n| `--code` | string | C# code to execute (direct statements, no class wrapper) |\n| `--compile-only` | boolean | Compile without execution |\n| `--auto-qualify-unity-types-once` | boolean | Auto-qualify Unity types |\n\n## Code Format\n\nWrite direct statements only (no classes/namespaces/methods). Return is optional.\n\n```csharp\n// Using directives at top are hoisted\nusing UnityEngine;\nvar x = Mathf.PI;\nreturn x;\n```\n\n## String Literals (Shell-specific)\n\n| Shell | Method |\n|-------|--------|\n| bash/zsh/MINGW64/Git Bash | `'Debug.Log(\"Hello!\");'` |\n| PowerShell | `'Debug.Log(\"\"Hello!\"\");'` |\n\n## Allowed Operations\n\n- Prefab/material wiring (PrefabUtility)\n- AddComponent + reference wiring (SerializedObject)\n- Scene/hierarchy edits\n- Inspector modifications\n\n## Forbidden Operations\n\n- System.IO.* (File/Directory/Path)\n- AssetDatabase.CreateFolder / file writes\n- Create/edit .cs/.asmdef files\n\n## Examples\n\n### bash / zsh / MINGW64 / Git Bash\n\n```bash\nuloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'\nuloop execute-dynamic-code --code 'new GameObject(\"MyObject\");'\nuloop execute-dynamic-code --code 'UnityEngine.Debug.Log(\"Hello from CLI!\");'\n```\n\n### PowerShell\n\n```powershell\nuloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'\nuloop execute-dynamic-code --code 'new GameObject(\"\"MyObject\"\");'\nuloop execute-dynamic-code --code 'UnityEngine.Debug.Log(\"\"Hello from CLI!\"\");'\n```\n\n## Output\n\nReturns JSON with execution result or compile errors.\n\n## Notes\n\nFor file/directory operations, use terminal commands instead.\n";
6430
+ var SKILL_default5 = "---\nname: uloop-execute-dynamic-code\ndescription: Execute C# code dynamically in Unity Editor via uloop CLI. Use for editor automation: (1) Prefab/material wiring and AddComponent operations, (2) Reference wiring with SerializedObject, (3) Scene/hierarchy edits and batch operations. NOT for file I/O or script authoring.\n---\n\n# uloop execute-dynamic-code\n\nExecute C# code dynamically in Unity Editor.\n\n## Usage\n\n```bash\nuloop execute-dynamic-code --code '<c# code>'\n```\n\n## Parameters\n\n| Parameter | Type | Description |\n|-----------|------|-------------|\n| `--code` | string | C# code to execute (direct statements, no class wrapper) |\n| `--compile-only` | boolean | Compile without execution |\n| `--auto-qualify-unity-types-once` | boolean | Auto-qualify Unity types |\n\n## Code Format\n\nWrite direct statements only (no classes/namespaces/methods). Return is optional.\n\n```csharp\n// Using directives at top are hoisted\nusing UnityEngine;\nvar x = Mathf.PI;\nreturn x;\n```\n\n## String Literals (Shell-specific)\n\n| Shell | Method |\n|-------|--------|\n| bash/zsh/MINGW64/Git Bash | `'Debug.Log(\"Hello!\");'` |\n| PowerShell | `'Debug.Log(\"\"Hello!\"\");'` |\n\n## Allowed Operations\n\n- Prefab/material wiring (PrefabUtility)\n- AddComponent + reference wiring (SerializedObject)\n- Scene/hierarchy edits\n- Inspector modifications\n\n## Forbidden Operations\n\n- System.IO.* (File/Directory/Path)\n- AssetDatabase.CreateFolder / file writes\n- Create/edit .cs/.asmdef files\n\n## Examples\n\n### bash / zsh / MINGW64 / Git Bash\n\n```bash\nuloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'\nuloop execute-dynamic-code --code 'new GameObject(\"MyObject\");'\nuloop execute-dynamic-code --code 'UnityEngine.Debug.Log(\"Hello from CLI!\");'\n```\n\n### PowerShell\n\n```powershell\nuloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'\nuloop execute-dynamic-code --code 'new GameObject(\"\"MyObject\"\");'\nuloop execute-dynamic-code --code 'UnityEngine.Debug.Log(\"\"Hello from CLI!\"\");'\n```\n\n## Output\n\nReturns JSON with execution result or compile errors.\n\n## Notes\n\nFor file/directory operations, use terminal commands instead.\n\n## Code Examples by Category\n\nFor detailed code examples, refer to these files:\n\n- **Prefab operations**: See [examples/prefab-operations.md](examples/prefab-operations.md)\n - Create prefabs, instantiate, add components, modify properties\n- **Material operations**: See [examples/material-operations.md](examples/material-operations.md)\n - Create materials, set shaders/textures, modify properties\n- **Asset operations**: See [examples/asset-operations.md](examples/asset-operations.md)\n - Find/search assets, duplicate, move, rename, load\n- **ScriptableObject**: See [examples/scriptableobject.md](examples/scriptableobject.md)\n - Create ScriptableObjects, modify with SerializedObject\n- **Scene operations**: See [examples/scene-operations.md](examples/scene-operations.md)\n - Create/modify GameObjects, set parents, wire references, load scenes\n";
6360
6431
 
6361
6432
  // ../Editor/Api/McpTools/ExecuteMenuItem/SKILL.md
6362
6433
  var SKILL_default6 = '---\nname: uloop-execute-menu-item\ndescription: Execute Unity MenuItem via uloop CLI. Use when you need to: (1) Trigger menu commands programmatically, (2) Automate editor actions (save, build, refresh), (3) Run custom menu items defined in scripts.\n---\n\n# uloop execute-menu-item\n\nExecute Unity MenuItem.\n\n## Usage\n\n```bash\nuloop execute-menu-item --menu-item-path "<path>"\n```\n\n## Parameters\n\n| Parameter | Type | Default | Description |\n|-----------|------|---------|-------------|\n| `--menu-item-path` | string | - | Menu item path (e.g., "GameObject/Create Empty") |\n| `--use-reflection-fallback` | boolean | `true` | Use reflection fallback |\n\n## Examples\n\n```bash\n# Create empty GameObject\nuloop execute-menu-item --menu-item-path "GameObject/Create Empty"\n\n# Save scene\nuloop execute-menu-item --menu-item-path "File/Save"\n\n# Open project settings\nuloop execute-menu-item --menu-item-path "Edit/Project Settings..."\n```\n\n## Output\n\nReturns JSON with execution result.\n\n## Notes\n\n- Use `uloop get-menu-items` to discover available menu paths\n- Some menu items may require specific context or selection\n';
@@ -6410,175 +6481,2416 @@ var BUNDLED_SKILLS = [
6410
6481
  {
6411
6482
  name: "uloop-execute-dynamic-code",
6412
6483
  dirName: "uloop-execute-dynamic-code",
6413
- content: SKILL_default5
6414
- },
6415
- {
6416
- name: "uloop-execute-menu-item",
6417
- dirName: "uloop-execute-menu-item",
6418
- content: SKILL_default6
6419
- },
6420
- {
6421
- name: "uloop-find-game-objects",
6422
- dirName: "uloop-find-game-objects",
6423
- content: SKILL_default7
6424
- },
6425
- {
6426
- name: "uloop-focus-window",
6427
- dirName: "uloop-focus-window",
6428
- content: SKILL_default8
6429
- },
6430
- {
6431
- name: "uloop-get-hierarchy",
6432
- dirName: "uloop-get-hierarchy",
6433
- content: SKILL_default9
6434
- },
6435
- {
6436
- name: "uloop-get-logs",
6437
- dirName: "uloop-get-logs",
6438
- content: SKILL_default10
6439
- },
6440
- {
6441
- name: "uloop-get-menu-items",
6442
- dirName: "uloop-get-menu-items",
6443
- content: SKILL_default11
6444
- },
6445
- {
6446
- name: "uloop-get-provider-details",
6447
- dirName: "uloop-get-provider-details",
6448
- content: SKILL_default12
6449
- },
6450
- {
6451
- name: "uloop-run-tests",
6452
- dirName: "uloop-run-tests",
6453
- content: SKILL_default13
6454
- },
6455
- {
6456
- name: "uloop-unity-search",
6457
- dirName: "uloop-unity-search",
6458
- content: SKILL_default14
6459
- }
6460
- ];
6484
+ content: SKILL_default5,
6485
+ additionalFiles: {
6486
+ "examples/asset-operations.md": `# Asset Operations
6461
6487
 
6462
- // src/skills/skills-manager.ts
6463
- var EXCLUDED_DIRS = /* @__PURE__ */ new Set(["node_modules", ".git", "Temp", "obj", "Build", "Builds", "Logs"]);
6464
- function getGlobalSkillsDir(target) {
6465
- return (0, import_path5.join)((0, import_os.homedir)(), target.projectDir, "skills");
6488
+ Code examples for AssetDatabase operations using \`execute-dynamic-code\`.
6489
+
6490
+ ## Find Assets by Type
6491
+
6492
+ \`\`\`csharp
6493
+ using UnityEditor;
6494
+ using System.Collections.Generic;
6495
+
6496
+ string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
6497
+ List<string> paths = new List<string>();
6498
+
6499
+ foreach (string guid in prefabGuids)
6500
+ {
6501
+ paths.Add(AssetDatabase.GUIDToAssetPath(guid));
6466
6502
  }
6467
- function getProjectSkillsDir(target) {
6468
- return (0, import_path5.join)(process.cwd(), target.projectDir, "skills");
6503
+ return $"Found {paths.Count} prefabs";
6504
+ \`\`\`
6505
+
6506
+ ## Find Assets by Name
6507
+
6508
+ \`\`\`csharp
6509
+ using UnityEditor;
6510
+ using System.Collections.Generic;
6511
+
6512
+ string searchName = "Player";
6513
+ string[] guids = AssetDatabase.FindAssets(searchName);
6514
+ List<string> paths = new List<string>();
6515
+
6516
+ foreach (string guid in guids)
6517
+ {
6518
+ paths.Add(AssetDatabase.GUIDToAssetPath(guid));
6469
6519
  }
6470
- function getSkillPath(skillDirName, target, global) {
6471
- const baseDir = global ? getGlobalSkillsDir(target) : getProjectSkillsDir(target);
6472
- return (0, import_path5.join)(baseDir, skillDirName, target.skillFileName);
6520
+ return $"Found {paths.Count} assets matching '{searchName}'";
6521
+ \`\`\`
6522
+
6523
+ ## Find Assets in Folder
6524
+
6525
+ \`\`\`csharp
6526
+ using UnityEditor;
6527
+ using System.Collections.Generic;
6528
+
6529
+ string folder = "Assets/Prefabs";
6530
+ string[] guids = AssetDatabase.FindAssets("t:Prefab", new[] { folder });
6531
+ List<string> paths = new List<string>();
6532
+
6533
+ foreach (string guid in guids)
6534
+ {
6535
+ paths.Add(AssetDatabase.GUIDToAssetPath(guid));
6473
6536
  }
6474
- function isSkillInstalled(skill, target, global) {
6475
- const skillPath = getSkillPath(skill.dirName, target, global);
6476
- return (0, import_fs4.existsSync)(skillPath);
6537
+ return $"Found {paths.Count} prefabs in {folder}";
6538
+ \`\`\`
6539
+
6540
+ ## Duplicate Asset
6541
+
6542
+ \`\`\`csharp
6543
+ using UnityEditor;
6544
+
6545
+ string sourcePath = "Assets/Materials/MyMaterial.mat";
6546
+ string destPath = "Assets/Materials/MyMaterial_Backup.mat";
6547
+
6548
+ bool success = AssetDatabase.CopyAsset(sourcePath, destPath);
6549
+ return success ? $"Copied to {destPath}" : "Copy failed";
6550
+ \`\`\`
6551
+
6552
+ ## Move Asset
6553
+
6554
+ \`\`\`csharp
6555
+ using UnityEditor;
6556
+
6557
+ string sourcePath = "Assets/OldFolder/MyAsset.asset";
6558
+ string destPath = "Assets/NewFolder/MyAsset.asset";
6559
+
6560
+ string error = AssetDatabase.MoveAsset(sourcePath, destPath);
6561
+ return string.IsNullOrEmpty(error) ? $"Moved to {destPath}" : $"Error: {error}";
6562
+ \`\`\`
6563
+
6564
+ ## Rename Asset
6565
+
6566
+ \`\`\`csharp
6567
+ using UnityEditor;
6568
+
6569
+ string assetPath = "Assets/Materials/OldName.mat";
6570
+ string newName = "NewName";
6571
+
6572
+ string error = AssetDatabase.RenameAsset(assetPath, newName);
6573
+ return string.IsNullOrEmpty(error) ? $"Renamed to {newName}" : $"Error: {error}";
6574
+ \`\`\`
6575
+
6576
+ ## Rename Asset (Undo-supported)
6577
+
6578
+ \`\`\`csharp
6579
+ using UnityEditor;
6580
+
6581
+ // ObjectNames.SetNameSmart() supports Undo (AssetDatabase.RenameAsset() does NOT)
6582
+ Object selected = Selection.activeObject;
6583
+ if (selected == null)
6584
+ {
6585
+ return "No asset selected";
6477
6586
  }
6478
- function isSkillOutdated(skill, target, global) {
6479
- const skillPath = getSkillPath(skill.dirName, target, global);
6480
- if (!(0, import_fs4.existsSync)(skillPath)) {
6481
- return false;
6482
- }
6483
- const installedContent = (0, import_fs4.readFileSync)(skillPath, "utf-8");
6484
- return installedContent !== skill.content;
6587
+
6588
+ string oldName = selected.name;
6589
+ ObjectNames.SetNameSmart(selected, "NewName");
6590
+ AssetDatabase.SaveAssets();
6591
+ return $"Renamed {oldName} to {selected.name}";
6592
+ \`\`\`
6593
+
6594
+ ## Get Asset Path from Object
6595
+
6596
+ \`\`\`csharp
6597
+ using UnityEditor;
6598
+
6599
+ GameObject selected = Selection.activeGameObject;
6600
+ if (selected == null)
6601
+ {
6602
+ return "No object selected";
6485
6603
  }
6486
- function getSkillStatus(skill, target, global) {
6487
- if (!isSkillInstalled(skill, target, global)) {
6488
- return "not_installed";
6489
- }
6490
- if (isSkillOutdated(skill, target, global)) {
6491
- return "outdated";
6492
- }
6493
- return "installed";
6604
+
6605
+ string path = AssetDatabase.GetAssetPath(selected);
6606
+ if (string.IsNullOrEmpty(path))
6607
+ {
6608
+ return "Selected object is not an asset (scene object)";
6494
6609
  }
6495
- function parseFrontmatter(content) {
6496
- const frontmatterMatch = content.match(/^---\n([\s\S]*?)\n---/);
6497
- if (!frontmatterMatch) {
6498
- return {};
6499
- }
6500
- const frontmatter = {};
6501
- const lines = frontmatterMatch[1].split("\n");
6502
- for (const line of lines) {
6503
- const colonIndex = line.indexOf(":");
6504
- if (colonIndex === -1) {
6505
- continue;
6506
- }
6507
- const key = line.slice(0, colonIndex).trim();
6508
- const value = line.slice(colonIndex + 1).trim();
6509
- if (value === "true") {
6510
- frontmatter[key] = true;
6511
- } else if (value === "false") {
6512
- frontmatter[key] = false;
6513
- } else {
6514
- frontmatter[key] = value;
6515
- }
6516
- }
6517
- return frontmatter;
6610
+ return $"Asset path: {path}";
6611
+ \`\`\`
6612
+
6613
+ ## Load Asset at Path
6614
+
6615
+ \`\`\`csharp
6616
+ using UnityEditor;
6617
+
6618
+ string path = "Assets/Prefabs/Player.prefab";
6619
+ GameObject asset = AssetDatabase.LoadAssetAtPath<GameObject>(path);
6620
+
6621
+ if (asset == null)
6622
+ {
6623
+ return $"Asset not found at {path}";
6518
6624
  }
6519
- function scanEditorFolderForSkills(editorPath, skills) {
6520
- if (!(0, import_fs4.existsSync)(editorPath)) {
6521
- return;
6522
- }
6523
- const entries = (0, import_fs4.readdirSync)(editorPath, { withFileTypes: true });
6524
- for (const entry of entries) {
6525
- if (EXCLUDED_DIRS.has(entry.name)) {
6526
- continue;
6527
- }
6528
- const fullPath = (0, import_path5.join)(editorPath, entry.name);
6529
- if (entry.isDirectory()) {
6530
- const skillMdPath = (0, import_path5.join)(fullPath, "SKILL.md");
6531
- if ((0, import_fs4.existsSync)(skillMdPath)) {
6532
- const content = (0, import_fs4.readFileSync)(skillMdPath, "utf-8");
6533
- const frontmatter = parseFrontmatter(content);
6534
- if (frontmatter.internal === true) {
6535
- continue;
6536
- }
6537
- const name = typeof frontmatter.name === "string" ? frontmatter.name : entry.name;
6538
- skills.push({
6539
- name,
6540
- dirName: name,
6541
- content,
6542
- sourcePath: skillMdPath
6543
- });
6544
- }
6545
- scanEditorFolderForSkills(fullPath, skills);
6625
+ return $"Loaded: {asset.name}";
6626
+ \`\`\`
6627
+
6628
+ ## Get All Assets of Type
6629
+
6630
+ \`\`\`csharp
6631
+ using UnityEditor;
6632
+
6633
+ string[] scriptGuids = AssetDatabase.FindAssets("t:MonoScript");
6634
+ int count = 0;
6635
+
6636
+ foreach (string guid in scriptGuids)
6637
+ {
6638
+ string path = AssetDatabase.GUIDToAssetPath(guid);
6639
+ if (path.StartsWith("Assets/"))
6640
+ {
6641
+ count++;
6546
6642
  }
6547
- }
6548
6643
  }
6549
- function findEditorFolders(basePath, maxDepth = 2) {
6550
- const editorFolders = [];
6551
- function scan(currentPath, depth) {
6552
- if (depth > maxDepth || !(0, import_fs4.existsSync)(currentPath)) {
6553
- return;
6554
- }
6555
- const entries = (0, import_fs4.readdirSync)(currentPath, { withFileTypes: true });
6556
- for (const entry of entries) {
6557
- if (!entry.isDirectory() || EXCLUDED_DIRS.has(entry.name)) {
6558
- continue;
6559
- }
6560
- const fullPath = (0, import_path5.join)(currentPath, entry.name);
6561
- if (entry.name === "Editor") {
6562
- editorFolders.push(fullPath);
6563
- } else {
6564
- scan(fullPath, depth + 1);
6565
- }
6644
+ return $"Found {count} scripts in Assets folder";
6645
+ \`\`\`
6646
+
6647
+ ## Check if Asset Exists
6648
+
6649
+ \`\`\`csharp
6650
+ using UnityEditor;
6651
+
6652
+ string path = "Assets/Prefabs/Player.prefab";
6653
+ string guid = AssetDatabase.AssetPathToGUID(path);
6654
+
6655
+ bool exists = !string.IsNullOrEmpty(guid);
6656
+ return exists ? $"Asset exists: {path}" : $"Asset not found: {path}";
6657
+ \`\`\`
6658
+
6659
+ ## Get Asset Dependencies
6660
+
6661
+ \`\`\`csharp
6662
+ using UnityEditor;
6663
+
6664
+ string assetPath = "Assets/Prefabs/Player.prefab";
6665
+ string[] dependencies = AssetDatabase.GetDependencies(assetPath, true);
6666
+
6667
+ return $"Asset has {dependencies.Length} dependencies";
6668
+ \`\`\`
6669
+
6670
+ ## Refresh AssetDatabase
6671
+
6672
+ \`\`\`csharp
6673
+ using UnityEditor;
6674
+
6675
+ AssetDatabase.Refresh();
6676
+ return "AssetDatabase refreshed";
6677
+ \`\`\`
6678
+ `,
6679
+ "examples/batch-operations.md": `# Batch Operations
6680
+
6681
+ Code examples for batch processing using \`execute-dynamic-code\`.
6682
+
6683
+ ## Batch Modify Selected Objects
6684
+
6685
+ \`\`\`csharp
6686
+ using UnityEditor;
6687
+
6688
+ GameObject[] selected = Selection.gameObjects;
6689
+ if (selected.Length == 0)
6690
+ {
6691
+ return "No GameObjects selected";
6692
+ }
6693
+
6694
+ int undoGroup = Undo.GetCurrentGroup();
6695
+ Undo.SetCurrentGroupName("Batch Modify");
6696
+
6697
+ foreach (GameObject obj in selected)
6698
+ {
6699
+ Undo.RecordObject(obj.transform, "");
6700
+ obj.transform.localScale = Vector3.one * 2;
6701
+ }
6702
+
6703
+ Undo.CollapseUndoOperations(undoGroup);
6704
+ return $"Scaled {selected.Length} objects (Single undo step)";
6705
+ \`\`\`
6706
+
6707
+ ## Edit Multiple Objects with SerializedObject
6708
+
6709
+ \`\`\`csharp
6710
+ using UnityEditor;
6711
+
6712
+ GameObject[] selected = Selection.gameObjects;
6713
+ if (selected.Length == 0)
6714
+ {
6715
+ return "No GameObjects selected";
6716
+ }
6717
+
6718
+ List<Transform> transforms = new List<Transform>();
6719
+ foreach (GameObject obj in selected)
6720
+ {
6721
+ transforms.Add(obj.transform);
6722
+ }
6723
+
6724
+ SerializedObject serializedObj = new SerializedObject(transforms.ToArray());
6725
+ SerializedProperty positionProp = serializedObj.FindProperty("m_LocalPosition");
6726
+ positionProp.vector3Value = Vector3.zero;
6727
+ serializedObj.ApplyModifiedProperties();
6728
+
6729
+ return $"Reset position of {selected.Length} objects";
6730
+ \`\`\`
6731
+
6732
+ ## Batch Add Component
6733
+
6734
+ \`\`\`csharp
6735
+ using UnityEditor;
6736
+
6737
+ GameObject[] selected = Selection.gameObjects;
6738
+ if (selected.Length == 0)
6739
+ {
6740
+ return "No GameObjects selected";
6741
+ }
6742
+
6743
+ int undoGroup = Undo.GetCurrentGroup();
6744
+ Undo.SetCurrentGroupName("Batch Add Rigidbody");
6745
+
6746
+ int addedCount = 0;
6747
+ foreach (GameObject obj in selected)
6748
+ {
6749
+ if (obj.GetComponent<Rigidbody>() == null)
6750
+ {
6751
+ Undo.AddComponent<Rigidbody>(obj);
6752
+ addedCount++;
6566
6753
  }
6567
- }
6568
- scan(basePath, 0);
6569
- return editorFolders;
6570
6754
  }
6571
- function collectProjectSkills() {
6572
- const projectRoot = process.cwd();
6573
- const skills = [];
6574
- const seenNames = /* @__PURE__ */ new Set();
6575
- const searchPaths = [
6576
- (0, import_path5.join)(projectRoot, "Assets"),
6577
- (0, import_path5.join)(projectRoot, "Packages"),
6755
+
6756
+ Undo.CollapseUndoOperations(undoGroup);
6757
+ return $"Added Rigidbody to {addedCount} objects";
6758
+ \`\`\`
6759
+
6760
+ ## Batch Process Assets with StartAssetEditing
6761
+
6762
+ \`\`\`csharp
6763
+ using UnityEditor;
6764
+
6765
+ string[] guids = AssetDatabase.FindAssets("t:Material", new[] { "Assets/Materials" });
6766
+ if (guids.Length == 0)
6767
+ {
6768
+ return "No materials found";
6769
+ }
6770
+
6771
+ AssetDatabase.StartAssetEditing();
6772
+
6773
+ int modified = 0;
6774
+ foreach (string guid in guids)
6775
+ {
6776
+ string path = AssetDatabase.GUIDToAssetPath(guid);
6777
+ Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
6778
+ if (mat != null)
6779
+ {
6780
+ mat.color = Color.white;
6781
+ EditorUtility.SetDirty(mat);
6782
+ modified++;
6783
+ }
6784
+ }
6785
+
6786
+ AssetDatabase.StopAssetEditing();
6787
+ AssetDatabase.SaveAssets();
6788
+
6789
+ return $"Reset color of {modified} materials";
6790
+ \`\`\`
6791
+
6792
+ ## Batch Rename GameObjects
6793
+
6794
+ \`\`\`csharp
6795
+ using UnityEditor;
6796
+
6797
+ GameObject[] selected = Selection.gameObjects;
6798
+ if (selected.Length == 0)
6799
+ {
6800
+ return "No GameObjects selected";
6801
+ }
6802
+
6803
+ int undoGroup = Undo.GetCurrentGroup();
6804
+ Undo.SetCurrentGroupName("Batch Rename");
6805
+
6806
+ for (int i = 0; i < selected.Length; i++)
6807
+ {
6808
+ Undo.RecordObject(selected[i], "");
6809
+ selected[i].name = $"Item_{i:D3}";
6810
+ }
6811
+
6812
+ Undo.CollapseUndoOperations(undoGroup);
6813
+ return $"Renamed {selected.Length} objects";
6814
+ \`\`\`
6815
+
6816
+ ## Batch Set Layer
6817
+
6818
+ \`\`\`csharp
6819
+ using UnityEditor;
6820
+
6821
+ GameObject[] selected = Selection.gameObjects;
6822
+ if (selected.Length == 0)
6823
+ {
6824
+ return "No GameObjects selected";
6825
+ }
6826
+
6827
+ int layer = LayerMask.NameToLayer("Default");
6828
+
6829
+ int undoGroup = Undo.GetCurrentGroup();
6830
+ Undo.SetCurrentGroupName("Batch Set Layer");
6831
+
6832
+ foreach (GameObject obj in selected)
6833
+ {
6834
+ Undo.RecordObject(obj, "");
6835
+ obj.layer = layer;
6836
+ }
6837
+
6838
+ Undo.CollapseUndoOperations(undoGroup);
6839
+ return $"Set layer of {selected.Length} objects to Default";
6840
+ \`\`\`
6841
+
6842
+ ## Batch Set Tag
6843
+
6844
+ \`\`\`csharp
6845
+ using UnityEditor;
6846
+
6847
+ GameObject[] selected = Selection.gameObjects;
6848
+ if (selected.Length == 0)
6849
+ {
6850
+ return "No GameObjects selected";
6851
+ }
6852
+
6853
+ int undoGroup = Undo.GetCurrentGroup();
6854
+ Undo.SetCurrentGroupName("Batch Set Tag");
6855
+
6856
+ foreach (GameObject obj in selected)
6857
+ {
6858
+ Undo.RecordObject(obj, "");
6859
+ obj.tag = "Enemy";
6860
+ }
6861
+
6862
+ Undo.CollapseUndoOperations(undoGroup);
6863
+ return $"Tagged {selected.Length} objects as Enemy";
6864
+ \`\`\`
6865
+
6866
+ ## Batch Modify ScriptableObjects
6867
+
6868
+ \`\`\`csharp
6869
+ using UnityEditor;
6870
+
6871
+ string[] guids = AssetDatabase.FindAssets("t:ScriptableObject", new[] { "Assets/Data" });
6872
+ if (guids.Length == 0)
6873
+ {
6874
+ return "No ScriptableObjects found";
6875
+ }
6876
+
6877
+ int modified = 0;
6878
+ foreach (string guid in guids)
6879
+ {
6880
+ string path = AssetDatabase.GUIDToAssetPath(guid);
6881
+ ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
6882
+ if (so == null) continue;
6883
+
6884
+ SerializedObject serializedObj = new SerializedObject(so);
6885
+ SerializedProperty prop = serializedObj.FindProperty("isEnabled");
6886
+ if (prop != null)
6887
+ {
6888
+ prop.boolValue = true;
6889
+ serializedObj.ApplyModifiedProperties();
6890
+ EditorUtility.SetDirty(so);
6891
+ modified++;
6892
+ }
6893
+ }
6894
+
6895
+ AssetDatabase.SaveAssets();
6896
+ return $"Enabled {modified} ScriptableObjects";
6897
+ \`\`\`
6898
+
6899
+ ## Batch Remove Component
6900
+
6901
+ \`\`\`csharp
6902
+ using UnityEditor;
6903
+
6904
+ GameObject[] selected = Selection.gameObjects;
6905
+ if (selected.Length == 0)
6906
+ {
6907
+ return "No GameObjects selected";
6908
+ }
6909
+
6910
+ int undoGroup = Undo.GetCurrentGroup();
6911
+ Undo.SetCurrentGroupName("Batch Remove Rigidbody");
6912
+
6913
+ int removedCount = 0;
6914
+ foreach (GameObject obj in selected)
6915
+ {
6916
+ Rigidbody rb = obj.GetComponent<Rigidbody>();
6917
+ if (rb != null)
6918
+ {
6919
+ Undo.DestroyObjectImmediate(rb);
6920
+ removedCount++;
6921
+ }
6922
+ }
6923
+
6924
+ Undo.CollapseUndoOperations(undoGroup);
6925
+ return $"Removed Rigidbody from {removedCount} objects";
6926
+ \`\`\`
6927
+
6928
+ ## Batch Set Static Flags
6929
+
6930
+ \`\`\`csharp
6931
+ using UnityEditor;
6932
+
6933
+ GameObject[] selected = Selection.gameObjects;
6934
+ if (selected.Length == 0)
6935
+ {
6936
+ return "No GameObjects selected";
6937
+ }
6938
+
6939
+ int undoGroup = Undo.GetCurrentGroup();
6940
+ Undo.SetCurrentGroupName("Batch Set Static");
6941
+
6942
+ foreach (GameObject obj in selected)
6943
+ {
6944
+ Undo.RecordObject(obj, "");
6945
+ GameObjectUtility.SetStaticEditorFlags(obj, StaticEditorFlags.BatchingStatic | StaticEditorFlags.OccludeeStatic);
6946
+ }
6947
+
6948
+ Undo.CollapseUndoOperations(undoGroup);
6949
+ return $"Set static flags on {selected.Length} objects";
6950
+ \`\`\`
6951
+
6952
+ ## Batch Process with Progress Bar
6953
+
6954
+ \`\`\`csharp
6955
+ using UnityEditor;
6956
+
6957
+ string[] guids = AssetDatabase.FindAssets("t:Texture2D");
6958
+ if (guids.Length == 0)
6959
+ {
6960
+ return "No textures found";
6961
+ }
6962
+
6963
+ int processed = 0;
6964
+ foreach (string guid in guids)
6965
+ {
6966
+ string path = AssetDatabase.GUIDToAssetPath(guid);
6967
+ TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
6968
+ if (importer != null && importer.maxTextureSize > 1024)
6969
+ {
6970
+ importer.maxTextureSize = 1024;
6971
+ importer.SaveAndReimport();
6972
+ processed++;
6973
+ }
6974
+
6975
+ if (processed % 10 == 0)
6976
+ {
6977
+ EditorUtility.DisplayProgressBar("Processing Textures", path, (float)processed / guids.Length);
6978
+ }
6979
+ }
6980
+
6981
+ EditorUtility.ClearProgressBar();
6982
+ return $"Resized {processed} textures to max 1024";
6983
+ \`\`\`
6984
+
6985
+ ## Batch Align Objects
6986
+
6987
+ \`\`\`csharp
6988
+ using UnityEditor;
6989
+
6990
+ GameObject[] selected = Selection.gameObjects;
6991
+ if (selected.Length < 2)
6992
+ {
6993
+ return "Select at least 2 objects";
6994
+ }
6995
+
6996
+ int undoGroup = Undo.GetCurrentGroup();
6997
+ Undo.SetCurrentGroupName("Align Objects");
6998
+
6999
+ float startX = selected[0].transform.position.x;
7000
+ float spacing = 2f;
7001
+
7002
+ for (int i = 0; i < selected.Length; i++)
7003
+ {
7004
+ Undo.RecordObject(selected[i].transform, "");
7005
+ Vector3 pos = selected[i].transform.position;
7006
+ pos.x = startX + (i * spacing);
7007
+ selected[i].transform.position = pos;
7008
+ }
7009
+
7010
+ Undo.CollapseUndoOperations(undoGroup);
7011
+ return $"Aligned {selected.Length} objects with {spacing}m spacing";
7012
+ \`\`\`
7013
+
7014
+ ## Batch Rename Assets (Undo-supported)
7015
+
7016
+ \`\`\`csharp
7017
+ using UnityEditor;
7018
+
7019
+ // ObjectNames.SetNameSmart() supports Undo (AssetDatabase.RenameAsset() does NOT)
7020
+ Object[] selected = Selection.objects;
7021
+ if (selected.Length == 0)
7022
+ {
7023
+ return "No assets selected";
7024
+ }
7025
+
7026
+ for (int i = 0; i < selected.Length; i++)
7027
+ {
7028
+ string newName = $"{i:D3}_{selected[i].name}";
7029
+ ObjectNames.SetNameSmart(selected[i], newName);
7030
+ }
7031
+
7032
+ AssetDatabase.SaveAssets();
7033
+ return $"Renamed {selected.Length} assets";
7034
+ \`\`\`
7035
+
7036
+ ## Batch Replace Material
7037
+
7038
+ \`\`\`csharp
7039
+ using UnityEditor;
7040
+
7041
+ GameObject[] selected = Selection.gameObjects;
7042
+ if (selected.Length == 0)
7043
+ {
7044
+ return "No GameObjects selected";
7045
+ }
7046
+
7047
+ string materialPath = "Assets/Materials/NewMaterial.mat";
7048
+ Material newMat = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
7049
+ if (newMat == null)
7050
+ {
7051
+ return $"Material not found at {materialPath}";
7052
+ }
7053
+
7054
+ int undoGroup = Undo.GetCurrentGroup();
7055
+ Undo.SetCurrentGroupName("Batch Replace Material");
7056
+
7057
+ int replaced = 0;
7058
+ foreach (GameObject obj in selected)
7059
+ {
7060
+ MeshRenderer renderer = obj.GetComponent<MeshRenderer>();
7061
+ if (renderer != null)
7062
+ {
7063
+ Undo.RecordObject(renderer, "");
7064
+ renderer.sharedMaterial = newMat;
7065
+ replaced++;
7066
+ }
7067
+ }
7068
+
7069
+ Undo.CollapseUndoOperations(undoGroup);
7070
+ return $"Replaced material on {replaced} objects";
7071
+ \`\`\`
7072
+
7073
+ `,
7074
+ "examples/cleanup-operations.md": `# Cleanup Operations
7075
+
7076
+ Code examples for project cleanup operations using \`execute-dynamic-code\`.
7077
+
7078
+ ## Detect Missing Scripts on GameObject
7079
+
7080
+ \`\`\`csharp
7081
+ using UnityEditor;
7082
+
7083
+ GameObject selected = Selection.activeGameObject;
7084
+ if (selected == null)
7085
+ {
7086
+ return "No GameObject selected";
7087
+ }
7088
+
7089
+ int missingCount = GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(selected);
7090
+ return $"{selected.name} has {missingCount} missing script(s)";
7091
+ \`\`\`
7092
+
7093
+ ## Remove Missing Scripts from GameObject
7094
+
7095
+ \`\`\`csharp
7096
+ using UnityEditor;
7097
+
7098
+ GameObject selected = Selection.activeGameObject;
7099
+ if (selected == null)
7100
+ {
7101
+ return "No GameObject selected";
7102
+ }
7103
+
7104
+ int removedCount = GameObjectUtility.RemoveMonoBehavioursWithMissingScript(selected);
7105
+ return $"Removed {removedCount} missing script(s) from {selected.name}";
7106
+ \`\`\`
7107
+
7108
+ ## Scan Scene for Missing Scripts
7109
+
7110
+ \`\`\`csharp
7111
+ using UnityEditor;
7112
+
7113
+ GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
7114
+ List<string> objectsWithMissing = new List<string>();
7115
+
7116
+ foreach (GameObject obj in allObjects)
7117
+ {
7118
+ int count = GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(obj);
7119
+ if (count > 0)
7120
+ {
7121
+ objectsWithMissing.Add($"{obj.name} ({count})");
7122
+ }
7123
+ }
7124
+
7125
+ if (objectsWithMissing.Count == 0)
7126
+ {
7127
+ return "No missing scripts found in scene";
7128
+ }
7129
+
7130
+ return $"Objects with missing scripts: {string.Join(", ", objectsWithMissing)}";
7131
+ \`\`\`
7132
+
7133
+ ## Remove All Missing Scripts from Scene
7134
+
7135
+ \`\`\`csharp
7136
+ using UnityEditor;
7137
+
7138
+ GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
7139
+ int totalRemoved = 0;
7140
+
7141
+ int undoGroup = Undo.GetCurrentGroup();
7142
+ Undo.SetCurrentGroupName("Remove All Missing Scripts");
7143
+
7144
+ foreach (GameObject obj in allObjects)
7145
+ {
7146
+ int removed = GameObjectUtility.RemoveMonoBehavioursWithMissingScript(obj);
7147
+ totalRemoved += removed;
7148
+ }
7149
+
7150
+ Undo.CollapseUndoOperations(undoGroup);
7151
+ return $"Removed {totalRemoved} missing scripts from scene";
7152
+ \`\`\`
7153
+
7154
+ ## Detect Missing References in Component
7155
+
7156
+ \`\`\`csharp
7157
+ using UnityEditor;
7158
+
7159
+ GameObject selected = Selection.activeGameObject;
7160
+ if (selected == null)
7161
+ {
7162
+ return "No GameObject selected";
7163
+ }
7164
+
7165
+ List<string> missingRefs = new List<string>();
7166
+
7167
+ Component[] components = selected.GetComponents<Component>();
7168
+ foreach (Component comp in components)
7169
+ {
7170
+ if (comp == null) continue;
7171
+
7172
+ SerializedObject so = new SerializedObject(comp);
7173
+ SerializedProperty prop = so.GetIterator();
7174
+
7175
+ while (prop.NextVisible(true))
7176
+ {
7177
+ if (prop.propertyType == SerializedPropertyType.ObjectReference)
7178
+ {
7179
+ if (prop.objectReferenceValue == null && prop.objectReferenceInstanceIDValue != 0)
7180
+ {
7181
+ missingRefs.Add($"{comp.GetType().Name}.{prop.name}");
7182
+ }
7183
+ }
7184
+ }
7185
+ }
7186
+
7187
+ if (missingRefs.Count == 0)
7188
+ {
7189
+ return "No missing references found";
7190
+ }
7191
+
7192
+ return $"Missing references: {string.Join(", ", missingRefs)}";
7193
+ \`\`\`
7194
+
7195
+ ## Scan Scene for Missing References
7196
+
7197
+ \`\`\`csharp
7198
+ using UnityEditor;
7199
+
7200
+ GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
7201
+ List<string> results = new List<string>();
7202
+
7203
+ foreach (GameObject obj in allObjects)
7204
+ {
7205
+ Component[] components = obj.GetComponents<Component>();
7206
+ foreach (Component comp in components)
7207
+ {
7208
+ if (comp == null) continue;
7209
+
7210
+ SerializedObject so = new SerializedObject(comp);
7211
+ SerializedProperty prop = so.GetIterator();
7212
+
7213
+ while (prop.NextVisible(true))
7214
+ {
7215
+ if (prop.propertyType == SerializedPropertyType.ObjectReference)
7216
+ {
7217
+ if (prop.objectReferenceValue == null && prop.objectReferenceInstanceIDValue != 0)
7218
+ {
7219
+ results.Add($"{obj.name}/{comp.GetType().Name}.{prop.name}");
7220
+ }
7221
+ }
7222
+ }
7223
+ }
7224
+ }
7225
+
7226
+ if (results.Count == 0)
7227
+ {
7228
+ return "No missing references found in scene";
7229
+ }
7230
+
7231
+ return $"Missing references ({results.Count}): {string.Join(", ", results.Take(10))}...";
7232
+ \`\`\`
7233
+
7234
+ ## Find Unused Materials in Project
7235
+
7236
+ \`\`\`csharp
7237
+ using UnityEditor;
7238
+
7239
+ string[] materialGuids = AssetDatabase.FindAssets("t:Material");
7240
+ HashSet<string> usedMaterials = new HashSet<string>();
7241
+
7242
+ string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
7243
+ foreach (string guid in prefabGuids)
7244
+ {
7245
+ string path = AssetDatabase.GUIDToAssetPath(guid);
7246
+ string[] deps = AssetDatabase.GetDependencies(path, true);
7247
+ foreach (string dep in deps)
7248
+ {
7249
+ if (dep.EndsWith(".mat"))
7250
+ {
7251
+ usedMaterials.Add(dep);
7252
+ }
7253
+ }
7254
+ }
7255
+
7256
+ List<string> unusedMaterials = new List<string>();
7257
+ foreach (string guid in materialGuids)
7258
+ {
7259
+ string path = AssetDatabase.GUIDToAssetPath(guid);
7260
+ if (!usedMaterials.Contains(path))
7261
+ {
7262
+ unusedMaterials.Add(path);
7263
+ }
7264
+ }
7265
+
7266
+ return $"Found {unusedMaterials.Count} potentially unused materials";
7267
+ \`\`\`
7268
+
7269
+ ## Find Empty GameObjects
7270
+
7271
+ \`\`\`csharp
7272
+ using UnityEditor;
7273
+
7274
+ GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
7275
+ List<string> emptyObjects = new List<string>();
7276
+
7277
+ foreach (GameObject obj in allObjects)
7278
+ {
7279
+ Component[] components = obj.GetComponents<Component>();
7280
+ if (components.Length == 1 && obj.transform.childCount == 0)
7281
+ {
7282
+ emptyObjects.Add(obj.name);
7283
+ }
7284
+ }
7285
+
7286
+ if (emptyObjects.Count == 0)
7287
+ {
7288
+ return "No empty GameObjects found";
7289
+ }
7290
+
7291
+ return $"Empty objects ({emptyObjects.Count}): {string.Join(", ", emptyObjects.Take(20))}";
7292
+ \`\`\`
7293
+
7294
+ ## Find Duplicate Names in Hierarchy
7295
+
7296
+ \`\`\`csharp
7297
+ using UnityEditor;
7298
+
7299
+ GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
7300
+ Dictionary<string, int> nameCounts = new Dictionary<string, int>();
7301
+
7302
+ foreach (GameObject obj in allObjects)
7303
+ {
7304
+ if (nameCounts.ContainsKey(obj.name))
7305
+ {
7306
+ nameCounts[obj.name]++;
7307
+ }
7308
+ else
7309
+ {
7310
+ nameCounts[obj.name] = 1;
7311
+ }
7312
+ }
7313
+
7314
+ List<string> duplicates = new List<string>();
7315
+ foreach (KeyValuePair<string, int> kvp in nameCounts)
7316
+ {
7317
+ if (kvp.Value > 1)
7318
+ {
7319
+ duplicates.Add($"{kvp.Key} ({kvp.Value})");
7320
+ }
7321
+ }
7322
+
7323
+ if (duplicates.Count == 0)
7324
+ {
7325
+ return "No duplicate names found";
7326
+ }
7327
+
7328
+ return $"Duplicate names: {string.Join(", ", duplicates.Take(15))}";
7329
+ \`\`\`
7330
+
7331
+ ## Check for Broken Prefab Instances
7332
+
7333
+ \`\`\`csharp
7334
+ using UnityEditor;
7335
+
7336
+ GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
7337
+ List<string> brokenPrefabs = new List<string>();
7338
+
7339
+ foreach (GameObject obj in allObjects)
7340
+ {
7341
+ if (PrefabUtility.IsPartOfPrefabInstance(obj))
7342
+ {
7343
+ GameObject prefabAsset = PrefabUtility.GetCorrespondingObjectFromSource(obj);
7344
+ if (prefabAsset == null)
7345
+ {
7346
+ brokenPrefabs.Add(obj.name);
7347
+ }
7348
+ }
7349
+ }
7350
+
7351
+ if (brokenPrefabs.Count == 0)
7352
+ {
7353
+ return "No broken prefab instances found";
7354
+ }
7355
+
7356
+ return $"Broken prefab instances: {string.Join(", ", brokenPrefabs)}";
7357
+ \`\`\`
7358
+
7359
+ ## Find Objects with Negative Scale
7360
+
7361
+ \`\`\`csharp
7362
+ using UnityEditor;
7363
+
7364
+ GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
7365
+ List<string> negativeScale = new List<string>();
7366
+
7367
+ foreach (GameObject obj in allObjects)
7368
+ {
7369
+ Vector3 scale = obj.transform.localScale;
7370
+ if (scale.x < 0 || scale.y < 0 || scale.z < 0)
7371
+ {
7372
+ negativeScale.Add($"{obj.name} ({scale})");
7373
+ }
7374
+ }
7375
+
7376
+ if (negativeScale.Count == 0)
7377
+ {
7378
+ return "No objects with negative scale found";
7379
+ }
7380
+
7381
+ return $"Negative scale objects: {string.Join(", ", negativeScale.Take(10))}";
7382
+ \`\`\`
7383
+
7384
+ ## Remove Empty Parent GameObjects
7385
+
7386
+ \`\`\`csharp
7387
+ using UnityEditor;
7388
+
7389
+ GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
7390
+
7391
+ int undoGroup = Undo.GetCurrentGroup();
7392
+ Undo.SetCurrentGroupName("Remove Empty Parents");
7393
+
7394
+ int removedCount = 0;
7395
+ foreach (GameObject obj in allObjects)
7396
+ {
7397
+ if (obj == null) continue;
7398
+
7399
+ Component[] components = obj.GetComponents<Component>();
7400
+ if (components.Length == 1 && obj.transform.childCount == 0)
7401
+ {
7402
+ Undo.DestroyObjectImmediate(obj);
7403
+ removedCount++;
7404
+ }
7405
+ }
7406
+
7407
+ Undo.CollapseUndoOperations(undoGroup);
7408
+ return $"Removed {removedCount} empty GameObjects";
7409
+ \`\`\`
7410
+
7411
+ ## Find Large Meshes
7412
+
7413
+ \`\`\`csharp
7414
+ using UnityEditor;
7415
+
7416
+ string[] meshGuids = AssetDatabase.FindAssets("t:Mesh");
7417
+ List<string> largeMeshes = new List<string>();
7418
+ int threshold = 10000;
7419
+
7420
+ foreach (string guid in meshGuids)
7421
+ {
7422
+ string path = AssetDatabase.GUIDToAssetPath(guid);
7423
+ Mesh mesh = AssetDatabase.LoadAssetAtPath<Mesh>(path);
7424
+ if (mesh != null && mesh.vertexCount > threshold)
7425
+ {
7426
+ largeMeshes.Add($"{path} ({mesh.vertexCount} verts)");
7427
+ }
7428
+ }
7429
+
7430
+ if (largeMeshes.Count == 0)
7431
+ {
7432
+ return $"No meshes with more than {threshold} vertices found";
7433
+ }
7434
+
7435
+ return $"Large meshes: {string.Join(", ", largeMeshes.Take(10))}";
7436
+ \`\`\`
7437
+
7438
+ ## Validate Asset References
7439
+
7440
+ \`\`\`csharp
7441
+ using UnityEditor;
7442
+
7443
+ string[] guids = AssetDatabase.FindAssets("t:ScriptableObject", new[] { "Assets/Data" });
7444
+ List<string> invalidRefs = new List<string>();
7445
+
7446
+ foreach (string guid in guids)
7447
+ {
7448
+ string path = AssetDatabase.GUIDToAssetPath(guid);
7449
+ ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
7450
+ if (so == null) continue;
7451
+
7452
+ SerializedObject serializedObj = new SerializedObject(so);
7453
+ SerializedProperty prop = serializedObj.GetIterator();
7454
+
7455
+ while (prop.NextVisible(true))
7456
+ {
7457
+ if (prop.propertyType == SerializedPropertyType.ObjectReference)
7458
+ {
7459
+ if (prop.objectReferenceValue == null && prop.objectReferenceInstanceIDValue != 0)
7460
+ {
7461
+ invalidRefs.Add($"{path}: {prop.name}");
7462
+ }
7463
+ }
7464
+ }
7465
+ }
7466
+
7467
+ if (invalidRefs.Count == 0)
7468
+ {
7469
+ return "All asset references are valid";
7470
+ }
7471
+
7472
+ return $"Invalid references ({invalidRefs.Count}): {string.Join(", ", invalidRefs.Take(10))}";
7473
+ \`\`\`
7474
+
7475
+ `,
7476
+ "examples/material-operations.md": `# Material Operations
7477
+
7478
+ Code examples for Material operations using \`execute-dynamic-code\`.
7479
+
7480
+ ## Create a New Material
7481
+
7482
+ \`\`\`csharp
7483
+ using UnityEditor;
7484
+
7485
+ Shader shader = Shader.Find("Standard");
7486
+ Material mat = new Material(shader);
7487
+ mat.name = "MyMaterial";
7488
+ string path = "Assets/Materials/MyMaterial.mat";
7489
+ AssetDatabase.CreateAsset(mat, path);
7490
+ AssetDatabase.SaveAssets();
7491
+ return $"Material created at {path}";
7492
+ \`\`\`
7493
+
7494
+ ## Set Material Color
7495
+
7496
+ \`\`\`csharp
7497
+ using UnityEditor;
7498
+
7499
+ string matPath = "Assets/Materials/MyMaterial.mat";
7500
+ Material mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
7501
+ mat.SetColor("_Color", new Color(1f, 0.5f, 0f, 1f));
7502
+ EditorUtility.SetDirty(mat);
7503
+ AssetDatabase.SaveAssets();
7504
+ return "Material color set to orange";
7505
+ \`\`\`
7506
+
7507
+ ## Set Material Properties (Float, Vector)
7508
+
7509
+ \`\`\`csharp
7510
+ using UnityEditor;
7511
+
7512
+ string matPath = "Assets/Materials/MyMaterial.mat";
7513
+ Material mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
7514
+
7515
+ mat.SetFloat("_Metallic", 0.8f);
7516
+ mat.SetFloat("_Glossiness", 0.6f);
7517
+ mat.SetVector("_EmissionColor", new Vector4(1, 1, 0, 1));
7518
+
7519
+ EditorUtility.SetDirty(mat);
7520
+ AssetDatabase.SaveAssets();
7521
+ return "Material properties updated";
7522
+ \`\`\`
7523
+
7524
+ ## Assign Texture to Material
7525
+
7526
+ \`\`\`csharp
7527
+ using UnityEditor;
7528
+
7529
+ string matPath = "Assets/Materials/MyMaterial.mat";
7530
+ string texPath = "Assets/Textures/MyTexture.png";
7531
+
7532
+ Material mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
7533
+ Texture2D tex = AssetDatabase.LoadAssetAtPath<Texture2D>(texPath);
7534
+
7535
+ mat.SetTexture("_MainTex", tex);
7536
+ EditorUtility.SetDirty(mat);
7537
+ AssetDatabase.SaveAssets();
7538
+ return $"Assigned {tex.name} to material";
7539
+ \`\`\`
7540
+
7541
+ ## Assign Material to GameObject
7542
+
7543
+ \`\`\`csharp
7544
+ using UnityEditor;
7545
+
7546
+ string matPath = "Assets/Materials/MyMaterial.mat";
7547
+ Material mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
7548
+
7549
+ GameObject selected = Selection.activeGameObject;
7550
+ if (selected == null)
7551
+ {
7552
+ return "No GameObject selected";
7553
+ }
7554
+
7555
+ Renderer renderer = selected.GetComponent<Renderer>();
7556
+ if (renderer == null)
7557
+ {
7558
+ return "Selected object has no Renderer";
7559
+ }
7560
+
7561
+ renderer.sharedMaterial = mat;
7562
+ EditorUtility.SetDirty(selected);
7563
+ return $"Assigned {mat.name} to {selected.name}";
7564
+ \`\`\`
7565
+
7566
+ ## Enable/Disable Material Keywords
7567
+
7568
+ \`\`\`csharp
7569
+ using UnityEditor;
7570
+
7571
+ string matPath = "Assets/Materials/MyMaterial.mat";
7572
+ Material mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
7573
+
7574
+ mat.EnableKeyword("_EMISSION");
7575
+ mat.globalIlluminationFlags = MaterialGlobalIlluminationFlags.RealtimeEmissive;
7576
+
7577
+ EditorUtility.SetDirty(mat);
7578
+ AssetDatabase.SaveAssets();
7579
+ return "Emission enabled on material";
7580
+ \`\`\`
7581
+
7582
+ ## Find All Materials Using a Shader
7583
+
7584
+ \`\`\`csharp
7585
+ using UnityEditor;
7586
+
7587
+ string shaderName = "Standard";
7588
+ string[] guids = AssetDatabase.FindAssets("t:Material");
7589
+ List<string> matchingMaterials = new List<string>();
7590
+
7591
+ foreach (string guid in guids)
7592
+ {
7593
+ string path = AssetDatabase.GUIDToAssetPath(guid);
7594
+ Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
7595
+ if (mat != null && mat.shader != null && mat.shader.name == shaderName)
7596
+ {
7597
+ matchingMaterials.Add(path);
7598
+ }
7599
+ }
7600
+ return $"Found {matchingMaterials.Count} materials using {shaderName}";
7601
+ \`\`\`
7602
+
7603
+ ## Duplicate Material
7604
+
7605
+ \`\`\`csharp
7606
+ using UnityEditor;
7607
+
7608
+ string sourcePath = "Assets/Materials/MyMaterial.mat";
7609
+ string destPath = "Assets/Materials/MyMaterial_Copy.mat";
7610
+
7611
+ Material source = AssetDatabase.LoadAssetAtPath<Material>(sourcePath);
7612
+ Material copy = new Material(source);
7613
+ AssetDatabase.CreateAsset(copy, destPath);
7614
+ AssetDatabase.SaveAssets();
7615
+ return $"Material duplicated to {destPath}";
7616
+ \`\`\`
7617
+ `,
7618
+ "examples/prefab-operations.md": `# Prefab Operations
7619
+
7620
+ Code examples for Prefab operations using \`execute-dynamic-code\`.
7621
+
7622
+ ## Create a Prefab from GameObject
7623
+
7624
+ \`\`\`csharp
7625
+ using UnityEditor;
7626
+
7627
+ GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
7628
+ cube.name = "MyCube";
7629
+ string path = "Assets/Prefabs/MyCube.prefab";
7630
+ PrefabUtility.SaveAsPrefabAsset(cube, path);
7631
+ Object.DestroyImmediate(cube);
7632
+ return $"Prefab created at {path}";
7633
+ \`\`\`
7634
+
7635
+ ## Instantiate a Prefab
7636
+
7637
+ \`\`\`csharp
7638
+ using UnityEditor;
7639
+
7640
+ string prefabPath = "Assets/Prefabs/MyCube.prefab";
7641
+ GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
7642
+ if (prefab == null)
7643
+ {
7644
+ return $"Prefab not found at {prefabPath}";
7645
+ }
7646
+
7647
+ GameObject instance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
7648
+ instance.transform.position = new Vector3(0, 1, 0);
7649
+ return $"Instantiated {instance.name}";
7650
+ \`\`\`
7651
+
7652
+ ## Add Component to Prefab
7653
+
7654
+ \`\`\`csharp
7655
+ using UnityEditor;
7656
+
7657
+ string prefabPath = "Assets/Prefabs/MyCube.prefab";
7658
+ GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
7659
+ string assetPath = AssetDatabase.GetAssetPath(prefab);
7660
+
7661
+ using (PrefabUtility.EditPrefabContentsScope scope = new PrefabUtility.EditPrefabContentsScope(assetPath))
7662
+ {
7663
+ GameObject root = scope.prefabContentsRoot;
7664
+ if (root.GetComponent<Rigidbody>() == null)
7665
+ {
7666
+ root.AddComponent<Rigidbody>();
7667
+ }
7668
+ }
7669
+ return "Added Rigidbody to prefab";
7670
+ \`\`\`
7671
+
7672
+ ## Modify Prefab Properties
7673
+
7674
+ \`\`\`csharp
7675
+ using UnityEditor;
7676
+
7677
+ string prefabPath = "Assets/Prefabs/MyCube.prefab";
7678
+ GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
7679
+
7680
+ using (PrefabUtility.EditPrefabContentsScope scope = new PrefabUtility.EditPrefabContentsScope(prefabPath))
7681
+ {
7682
+ GameObject root = scope.prefabContentsRoot;
7683
+ root.transform.localScale = new Vector3(2, 2, 2);
7684
+
7685
+ MeshRenderer renderer = root.GetComponent<MeshRenderer>();
7686
+ if (renderer != null)
7687
+ {
7688
+ renderer.sharedMaterial.color = Color.red;
7689
+ }
7690
+ }
7691
+ return "Modified prefab properties";
7692
+ \`\`\`
7693
+
7694
+ ## Find All Prefab Instances in Scene
7695
+
7696
+ \`\`\`csharp
7697
+ using UnityEditor;
7698
+ using System.Collections.Generic;
7699
+
7700
+ string prefabPath = "Assets/Prefabs/MyCube.prefab";
7701
+ GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
7702
+ if (prefab == null)
7703
+ {
7704
+ return $"Prefab not found at {prefabPath}";
7705
+ }
7706
+
7707
+ List<GameObject> instances = new List<GameObject>();
7708
+
7709
+ foreach (GameObject obj in Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None))
7710
+ {
7711
+ if (PrefabUtility.GetCorrespondingObjectFromSource(obj) == prefab)
7712
+ {
7713
+ instances.Add(obj);
7714
+ }
7715
+ }
7716
+ return $"Found {instances.Count} instances of {prefab.name}";
7717
+ \`\`\`
7718
+
7719
+ ## Apply Prefab Overrides
7720
+
7721
+ \`\`\`csharp
7722
+ using UnityEditor;
7723
+
7724
+ GameObject selected = Selection.activeGameObject;
7725
+ if (selected == null)
7726
+ {
7727
+ return "No GameObject selected";
7728
+ }
7729
+
7730
+ if (!PrefabUtility.IsPartOfPrefabInstance(selected))
7731
+ {
7732
+ return "Selected object is not a prefab instance";
7733
+ }
7734
+
7735
+ PrefabUtility.ApplyPrefabInstance(selected, InteractionMode.UserAction);
7736
+ return $"Applied overrides from {selected.name} to prefab";
7737
+ \`\`\`
7738
+ `,
7739
+ "examples/scene-operations.md": `# Scene Operations
7740
+
7741
+ Code examples for Scene and Hierarchy operations using \`execute-dynamic-code\`.
7742
+
7743
+ ## Create GameObject
7744
+
7745
+ \`\`\`csharp
7746
+ GameObject obj = new GameObject("MyObject");
7747
+ obj.transform.position = new Vector3(0, 1, 0);
7748
+ return $"Created {obj.name}";
7749
+ \`\`\`
7750
+
7751
+ ## Create UI GameObject (under Canvas)
7752
+
7753
+ \`\`\`csharp
7754
+ using UnityEngine.UI;
7755
+
7756
+ // UI objects require RectTransform, which is auto-added when parented to Canvas
7757
+ GameObject canvas = GameObject.Find("Canvas");
7758
+ if (canvas == null)
7759
+ {
7760
+ return "Canvas not found in scene";
7761
+ }
7762
+
7763
+ GameObject uiObj = new GameObject("MyUIElement");
7764
+ uiObj.transform.SetParent(canvas.transform, false);
7765
+ uiObj.AddComponent<RectTransform>();
7766
+ uiObj.AddComponent<Image>();
7767
+ return $"Created UI element: {uiObj.name}";
7768
+ \`\`\`
7769
+
7770
+ ## Create Primitive
7771
+
7772
+ \`\`\`csharp
7773
+ GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
7774
+ cube.name = "MyCube";
7775
+ cube.transform.position = new Vector3(2, 0, 0);
7776
+ return $"Created {cube.name}";
7777
+ \`\`\`
7778
+
7779
+ ## Add Component to GameObject
7780
+
7781
+ \`\`\`csharp
7782
+ GameObject selected = Selection.activeGameObject;
7783
+ if (selected == null)
7784
+ {
7785
+ return "No GameObject selected";
7786
+ }
7787
+
7788
+ Rigidbody rb = selected.AddComponent<Rigidbody>();
7789
+ rb.mass = 2f;
7790
+ rb.useGravity = true;
7791
+ return $"Added Rigidbody to {selected.name}";
7792
+ \`\`\`
7793
+
7794
+ ## Find GameObject by Name
7795
+
7796
+ \`\`\`csharp
7797
+ GameObject obj = GameObject.Find("Player");
7798
+ if (obj == null)
7799
+ {
7800
+ return "GameObject 'Player' not found";
7801
+ }
7802
+ return $"Found: {obj.name} at {obj.transform.position}";
7803
+ \`\`\`
7804
+
7805
+ ## Find GameObjects by Tag
7806
+
7807
+ \`\`\`csharp
7808
+ GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
7809
+ return $"Found {enemies.Length} GameObjects with tag 'Enemy'";
7810
+ \`\`\`
7811
+
7812
+ ## Set Parent
7813
+
7814
+ \`\`\`csharp
7815
+ GameObject child = GameObject.Find("Child");
7816
+ GameObject parent = GameObject.Find("Parent");
7817
+
7818
+ if (child == null || parent == null)
7819
+ {
7820
+ return "Child or Parent not found";
7821
+ }
7822
+
7823
+ child.transform.SetParent(parent.transform);
7824
+ return $"Set {child.name}'s parent to {parent.name}";
7825
+ \`\`\`
7826
+
7827
+ ## Get All Children
7828
+
7829
+ \`\`\`csharp
7830
+ GameObject parent = Selection.activeGameObject;
7831
+ if (parent == null)
7832
+ {
7833
+ return "No GameObject selected";
7834
+ }
7835
+
7836
+ List<string> children = new List<string>();
7837
+ foreach (Transform child in parent.transform)
7838
+ {
7839
+ children.Add(child.name);
7840
+ }
7841
+ return $"Children: {string.Join(", ", children)}";
7842
+ \`\`\`
7843
+
7844
+ ## Wire Component References
7845
+
7846
+ \`\`\`csharp
7847
+ using UnityEditor;
7848
+
7849
+ GameObject player = GameObject.Find("Player");
7850
+ GameObject target = GameObject.Find("Target");
7851
+
7852
+ if (player == null || target == null)
7853
+ {
7854
+ return "Player or Target not found";
7855
+ }
7856
+
7857
+ MonoBehaviour script = player.GetComponent("PlayerController") as MonoBehaviour;
7858
+ if (script == null)
7859
+ {
7860
+ return "PlayerController not found on Player";
7861
+ }
7862
+
7863
+ SerializedObject serializedScript = new SerializedObject(script);
7864
+ SerializedProperty targetProp = serializedScript.FindProperty("target");
7865
+
7866
+ if (targetProp != null)
7867
+ {
7868
+ targetProp.objectReferenceValue = target.transform;
7869
+ serializedScript.ApplyModifiedProperties();
7870
+ return "Target reference wired";
7871
+ }
7872
+ return "Property 'target' not found";
7873
+ \`\`\`
7874
+
7875
+ ## Load Scene (Editor)
7876
+
7877
+ \`\`\`csharp
7878
+ using UnityEditor.SceneManagement;
7879
+
7880
+ string scenePath = "Assets/Scenes/MainMenu.unity";
7881
+ EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
7882
+ return $"Loaded scene: {scenePath}";
7883
+ \`\`\`
7884
+
7885
+ ## Save Current Scene
7886
+
7887
+ \`\`\`csharp
7888
+ using UnityEditor.SceneManagement;
7889
+
7890
+ UnityEngine.SceneManagement.Scene scene = EditorSceneManager.GetActiveScene();
7891
+ EditorSceneManager.SaveScene(scene);
7892
+ return $"Saved scene: {scene.name}";
7893
+ \`\`\`
7894
+
7895
+ ## Create New Scene
7896
+
7897
+ \`\`\`csharp
7898
+ using UnityEditor.SceneManagement;
7899
+
7900
+ UnityEngine.SceneManagement.Scene newScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
7901
+ return $"Created new scene: {newScene.name}";
7902
+ \`\`\`
7903
+
7904
+ ## Get All Root GameObjects in Scene
7905
+
7906
+ \`\`\`csharp
7907
+ UnityEngine.SceneManagement.Scene scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
7908
+ GameObject[] roots = scene.GetRootGameObjects();
7909
+
7910
+ List<string> names = new List<string>();
7911
+ foreach (GameObject root in roots)
7912
+ {
7913
+ names.Add(root.name);
7914
+ }
7915
+ return $"Root objects: {string.Join(", ", names)}";
7916
+ \`\`\`
7917
+
7918
+ ## Destroy GameObject
7919
+
7920
+ \`\`\`csharp
7921
+ GameObject obj = GameObject.Find("OldObject");
7922
+ if (obj == null)
7923
+ {
7924
+ return "GameObject not found";
7925
+ }
7926
+
7927
+ Object.DestroyImmediate(obj);
7928
+ return "GameObject destroyed";
7929
+ \`\`\`
7930
+
7931
+ ## Duplicate GameObject
7932
+
7933
+ \`\`\`csharp
7934
+ GameObject selected = Selection.activeGameObject;
7935
+ if (selected == null)
7936
+ {
7937
+ return "No GameObject selected";
7938
+ }
7939
+
7940
+ GameObject copy = Object.Instantiate(selected);
7941
+ copy.name = selected.name + "_Copy";
7942
+ copy.transform.position = selected.transform.position + Vector3.right * 2;
7943
+ return $"Created duplicate: {copy.name}";
7944
+ \`\`\`
7945
+
7946
+ ## Set Active/Inactive
7947
+
7948
+ \`\`\`csharp
7949
+ GameObject obj = GameObject.Find("MyObject");
7950
+ if (obj == null)
7951
+ {
7952
+ return "GameObject not found";
7953
+ }
7954
+
7955
+ obj.SetActive(!obj.activeSelf);
7956
+ return $"{obj.name} is now {(obj.activeSelf ? "active" : "inactive")}";
7957
+ \`\`\`
7958
+
7959
+ ## Modify Transform
7960
+
7961
+ \`\`\`csharp
7962
+ GameObject selected = Selection.activeGameObject;
7963
+ if (selected == null)
7964
+ {
7965
+ return "No GameObject selected";
7966
+ }
7967
+
7968
+ selected.transform.position = new Vector3(0, 5, 0);
7969
+ selected.transform.rotation = Quaternion.Euler(0, 45, 0);
7970
+ selected.transform.localScale = new Vector3(2, 2, 2);
7971
+ return "Transform modified";
7972
+ \`\`\`
7973
+ `,
7974
+ "examples/scriptableobject.md": `# ScriptableObject Operations
7975
+
7976
+ Code examples for ScriptableObject operations using \`execute-dynamic-code\`.
7977
+
7978
+ ## Create ScriptableObject Instance
7979
+
7980
+ \`\`\`csharp
7981
+ using UnityEditor;
7982
+
7983
+ ScriptableObject so = ScriptableObject.CreateInstance<ScriptableObject>();
7984
+ string path = "Assets/Data/MyData.asset";
7985
+ AssetDatabase.CreateAsset(so, path);
7986
+ AssetDatabase.SaveAssets();
7987
+ return $"ScriptableObject created at {path}";
7988
+ \`\`\`
7989
+
7990
+ ## Create Custom ScriptableObject
7991
+
7992
+ \`\`\`csharp
7993
+ using UnityEditor;
7994
+
7995
+ ScriptableObject so = ScriptableObject.CreateInstance("MyCustomSO");
7996
+ if (so == null)
7997
+ {
7998
+ return "Type 'MyCustomSO' not found. Ensure the class exists.";
7999
+ }
8000
+
8001
+ string path = "Assets/Data/MyCustomData.asset";
8002
+ AssetDatabase.CreateAsset(so, path);
8003
+ AssetDatabase.SaveAssets();
8004
+ return $"Created {so.GetType().Name} at {path}";
8005
+ \`\`\`
8006
+
8007
+ ## Modify ScriptableObject with SerializedObject
8008
+
8009
+ \`\`\`csharp
8010
+ using UnityEditor;
8011
+
8012
+ string path = "Assets/Data/MyData.asset";
8013
+ ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
8014
+
8015
+ if (so == null)
8016
+ {
8017
+ return $"Asset not found at {path}";
8018
+ }
8019
+
8020
+ SerializedObject serializedObj = new SerializedObject(so);
8021
+ SerializedProperty prop = serializedObj.FindProperty("myField");
8022
+
8023
+ if (prop != null)
8024
+ {
8025
+ prop.stringValue = "New Value";
8026
+ serializedObj.ApplyModifiedProperties();
8027
+ EditorUtility.SetDirty(so);
8028
+ AssetDatabase.SaveAssets();
8029
+ return "Property updated";
8030
+ }
8031
+ return "Property 'myField' not found";
8032
+ \`\`\`
8033
+
8034
+ ## Set Int/Float/Bool Properties
8035
+
8036
+ \`\`\`csharp
8037
+ using UnityEditor;
8038
+
8039
+ string path = "Assets/Data/GameSettings.asset";
8040
+ ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
8041
+
8042
+ SerializedObject serializedObj = new SerializedObject(so);
8043
+
8044
+ SerializedProperty intProp = serializedObj.FindProperty("maxHealth");
8045
+ if (intProp != null) intProp.intValue = 100;
8046
+
8047
+ SerializedProperty floatProp = serializedObj.FindProperty("moveSpeed");
8048
+ if (floatProp != null) floatProp.floatValue = 5.5f;
8049
+
8050
+ SerializedProperty boolProp = serializedObj.FindProperty("isEnabled");
8051
+ if (boolProp != null) boolProp.boolValue = true;
8052
+
8053
+ serializedObj.ApplyModifiedProperties();
8054
+ EditorUtility.SetDirty(so);
8055
+ AssetDatabase.SaveAssets();
8056
+ return "Properties updated";
8057
+ \`\`\`
8058
+
8059
+ ## Set Reference Properties
8060
+
8061
+ \`\`\`csharp
8062
+ using UnityEditor;
8063
+
8064
+ string soPath = "Assets/Data/CharacterData.asset";
8065
+ string prefabPath = "Assets/Prefabs/Player.prefab";
8066
+
8067
+ ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(soPath);
8068
+ GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
8069
+
8070
+ if (so == null)
8071
+ {
8072
+ return $"ScriptableObject not found at {soPath}";
8073
+ }
8074
+ if (prefab == null)
8075
+ {
8076
+ return $"Prefab not found at {prefabPath}";
8077
+ }
8078
+
8079
+ SerializedObject serializedObj = new SerializedObject(so);
8080
+ SerializedProperty prop = serializedObj.FindProperty("playerPrefab");
8081
+
8082
+ if (prop != null)
8083
+ {
8084
+ prop.objectReferenceValue = prefab;
8085
+ serializedObj.ApplyModifiedProperties();
8086
+ EditorUtility.SetDirty(so);
8087
+ AssetDatabase.SaveAssets();
8088
+ return "Reference set successfully";
8089
+ }
8090
+ return "Property not found";
8091
+ \`\`\`
8092
+
8093
+ ## Set Array/List Properties
8094
+
8095
+ \`\`\`csharp
8096
+ using UnityEditor;
8097
+
8098
+ string path = "Assets/Data/ItemDatabase.asset";
8099
+ ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
8100
+
8101
+ if (so == null)
8102
+ {
8103
+ return $"Asset not found at {path}";
8104
+ }
8105
+
8106
+ SerializedObject serializedObj = new SerializedObject(so);
8107
+ SerializedProperty arrayProp = serializedObj.FindProperty("items");
8108
+
8109
+ if (arrayProp != null && arrayProp.isArray)
8110
+ {
8111
+ arrayProp.ClearArray();
8112
+ arrayProp.InsertArrayElementAtIndex(0);
8113
+ arrayProp.GetArrayElementAtIndex(0).stringValue = "Sword";
8114
+ arrayProp.InsertArrayElementAtIndex(1);
8115
+ arrayProp.GetArrayElementAtIndex(1).stringValue = "Shield";
8116
+
8117
+ serializedObj.ApplyModifiedProperties();
8118
+ EditorUtility.SetDirty(so);
8119
+ AssetDatabase.SaveAssets();
8120
+ return "Array updated with 2 items";
8121
+ }
8122
+ return "Array property not found";
8123
+ \`\`\`
8124
+
8125
+ ## Find All ScriptableObjects of Type
8126
+
8127
+ \`\`\`csharp
8128
+ using UnityEditor;
8129
+ using System.Collections.Generic;
8130
+
8131
+ string typeName = "GameSettings";
8132
+ string[] guids = AssetDatabase.FindAssets($"t:{typeName}");
8133
+ List<string> paths = new List<string>();
8134
+
8135
+ foreach (string guid in guids)
8136
+ {
8137
+ paths.Add(AssetDatabase.GUIDToAssetPath(guid));
8138
+ }
8139
+ return $"Found {paths.Count} {typeName} assets";
8140
+ \`\`\`
8141
+
8142
+ ## Duplicate ScriptableObject
8143
+
8144
+ \`\`\`csharp
8145
+ using UnityEditor;
8146
+
8147
+ string sourcePath = "Assets/Data/Template.asset";
8148
+ string destPath = "Assets/Data/NewInstance.asset";
8149
+
8150
+ ScriptableObject source = AssetDatabase.LoadAssetAtPath<ScriptableObject>(sourcePath);
8151
+ if (source == null)
8152
+ {
8153
+ return $"Source asset not found at {sourcePath}";
8154
+ }
8155
+
8156
+ ScriptableObject copy = Object.Instantiate(source);
8157
+ AssetDatabase.CreateAsset(copy, destPath);
8158
+ AssetDatabase.SaveAssets();
8159
+ return $"Duplicated to {destPath}";
8160
+ \`\`\`
8161
+
8162
+ ## List All Properties of ScriptableObject
8163
+
8164
+ \`\`\`csharp
8165
+ using UnityEditor;
8166
+ using System.Collections.Generic;
8167
+
8168
+ string path = "Assets/Data/MyData.asset";
8169
+ ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
8170
+
8171
+ if (so == null)
8172
+ {
8173
+ return $"Asset not found at {path}";
8174
+ }
8175
+
8176
+ SerializedObject serializedObj = new SerializedObject(so);
8177
+ SerializedProperty prop = serializedObj.GetIterator();
8178
+
8179
+ List<string> properties = new List<string>();
8180
+ while (prop.NextVisible(true))
8181
+ {
8182
+ properties.Add($"{prop.name} ({prop.propertyType})");
8183
+ }
8184
+ return string.Join(", ", properties);
8185
+ \`\`\`
8186
+ `,
8187
+ "examples/selection-operations.md": `# Selection Operations
8188
+
8189
+ Code examples for Selection operations using \`execute-dynamic-code\`.
8190
+
8191
+ ## Get Selected GameObjects
8192
+
8193
+ \`\`\`csharp
8194
+ using UnityEditor;
8195
+ using System.Collections.Generic;
8196
+
8197
+ GameObject[] selected = Selection.gameObjects;
8198
+ if (selected.Length == 0)
8199
+ {
8200
+ return "No GameObjects selected";
8201
+ }
8202
+
8203
+ List<string> names = new List<string>();
8204
+ foreach (GameObject obj in selected)
8205
+ {
8206
+ names.Add(obj.name);
8207
+ }
8208
+ return $"Selected: {string.Join(", ", names)}";
8209
+ \`\`\`
8210
+
8211
+ ## Get Active (Last Selected) GameObject
8212
+
8213
+ \`\`\`csharp
8214
+ using UnityEditor;
8215
+
8216
+ GameObject active = Selection.activeGameObject;
8217
+ if (active == null)
8218
+ {
8219
+ return "No active GameObject";
8220
+ }
8221
+ return $"Active: {active.name}";
8222
+ \`\`\`
8223
+
8224
+ ## Set Selection Programmatically
8225
+
8226
+ \`\`\`csharp
8227
+ using UnityEditor;
8228
+
8229
+ GameObject obj = GameObject.Find("Player");
8230
+ if (obj == null)
8231
+ {
8232
+ return "GameObject 'Player' not found";
8233
+ }
8234
+
8235
+ Selection.activeGameObject = obj;
8236
+ return $"Selected {obj.name}";
8237
+ \`\`\`
8238
+
8239
+ ## Select Multiple GameObjects
8240
+
8241
+ \`\`\`csharp
8242
+ using UnityEditor;
8243
+
8244
+ GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
8245
+ if (enemies.Length == 0)
8246
+ {
8247
+ return "No enemies found";
8248
+ }
8249
+
8250
+ Selection.objects = enemies;
8251
+ return $"Selected {enemies.Length} enemies";
8252
+ \`\`\`
8253
+
8254
+ ## Get Top-Level Transforms Only
8255
+
8256
+ \`\`\`csharp
8257
+ using UnityEditor;
8258
+ using System.Collections.Generic;
8259
+
8260
+ Transform[] transforms = Selection.GetTransforms(SelectionMode.TopLevel);
8261
+ if (transforms.Length == 0)
8262
+ {
8263
+ return "No transforms selected";
8264
+ }
8265
+
8266
+ List<string> names = new List<string>();
8267
+ foreach (Transform t in transforms)
8268
+ {
8269
+ names.Add(t.name);
8270
+ }
8271
+ return $"Top-level: {string.Join(", ", names)}";
8272
+ \`\`\`
8273
+
8274
+ ## Get Deep Selection (Including Children)
8275
+
8276
+ \`\`\`csharp
8277
+ using UnityEditor;
8278
+
8279
+ Transform[] transforms = Selection.GetTransforms(SelectionMode.Deep);
8280
+ if (transforms.Length == 0)
8281
+ {
8282
+ return "No transforms selected";
8283
+ }
8284
+
8285
+ return $"Deep selection count: {transforms.Length}";
8286
+ \`\`\`
8287
+
8288
+ ## Get Editable Objects Only
8289
+
8290
+ \`\`\`csharp
8291
+ using UnityEditor;
8292
+ using System.Collections.Generic;
8293
+
8294
+ Transform[] transforms = Selection.GetTransforms(SelectionMode.Editable);
8295
+ if (transforms.Length == 0)
8296
+ {
8297
+ return "No editable transforms selected";
8298
+ }
8299
+
8300
+ List<string> names = new List<string>();
8301
+ foreach (Transform t in transforms)
8302
+ {
8303
+ names.Add(t.name);
8304
+ }
8305
+ return $"Editable: {string.Join(", ", names)}";
8306
+ \`\`\`
8307
+
8308
+ ## Get Selected Assets
8309
+
8310
+ \`\`\`csharp
8311
+ using UnityEditor;
8312
+ using System.Collections.Generic;
8313
+
8314
+ Object[] selectedAssets = Selection.GetFiltered<Object>(SelectionMode.Assets);
8315
+ if (selectedAssets.Length == 0)
8316
+ {
8317
+ return "No assets selected";
8318
+ }
8319
+
8320
+ List<string> paths = new List<string>();
8321
+ foreach (Object asset in selectedAssets)
8322
+ {
8323
+ paths.Add(AssetDatabase.GetAssetPath(asset));
8324
+ }
8325
+ return $"Assets: {string.Join(", ", paths)}";
8326
+ \`\`\`
8327
+
8328
+ ## Get Selected Asset GUIDs
8329
+
8330
+ \`\`\`csharp
8331
+ using UnityEditor;
8332
+ using System.Collections.Generic;
8333
+
8334
+ string[] guids = Selection.assetGUIDs;
8335
+ if (guids.Length == 0)
8336
+ {
8337
+ return "No assets selected";
8338
+ }
8339
+
8340
+ List<string> paths = new List<string>();
8341
+ foreach (string guid in guids)
8342
+ {
8343
+ paths.Add(AssetDatabase.GUIDToAssetPath(guid));
8344
+ }
8345
+ return $"Selected assets: {string.Join(", ", paths)}";
8346
+ \`\`\`
8347
+
8348
+ ## Select All Children of Selected Object
8349
+
8350
+ \`\`\`csharp
8351
+ using UnityEditor;
8352
+ using UnityEngine;
8353
+ using System.Collections.Generic;
8354
+
8355
+ GameObject parent = Selection.activeGameObject;
8356
+ if (parent == null)
8357
+ {
8358
+ return "No GameObject selected";
8359
+ }
8360
+
8361
+ List<GameObject> children = new List<GameObject>();
8362
+ foreach (Transform child in parent.GetComponentsInChildren<Transform>())
8363
+ {
8364
+ if (child != parent.transform)
8365
+ {
8366
+ children.Add(child.gameObject);
8367
+ }
8368
+ }
8369
+
8370
+ if (children.Count == 0)
8371
+ {
8372
+ return "No children found";
8373
+ }
8374
+
8375
+ Selection.objects = children.ToArray();
8376
+ return $"Selected {children.Count} children";
8377
+ \`\`\`
8378
+
8379
+ ## Filter Selection by Component
8380
+
8381
+ \`\`\`csharp
8382
+ using UnityEditor;
8383
+ using System.Collections.Generic;
8384
+
8385
+ GameObject[] selected = Selection.gameObjects;
8386
+ List<GameObject> withRigidbody = new List<GameObject>();
8387
+
8388
+ foreach (GameObject obj in selected)
8389
+ {
8390
+ if (obj.GetComponent<Rigidbody>() != null)
8391
+ {
8392
+ withRigidbody.Add(obj);
8393
+ }
8394
+ }
8395
+
8396
+ if (withRigidbody.Count == 0)
8397
+ {
8398
+ return "No objects with Rigidbody in selection";
8399
+ }
8400
+
8401
+ Selection.objects = withRigidbody.ToArray();
8402
+ return $"Filtered to {withRigidbody.Count} objects with Rigidbody";
8403
+ \`\`\`
8404
+
8405
+ ## Check if Object is Selected
8406
+
8407
+ \`\`\`csharp
8408
+ using UnityEditor;
8409
+
8410
+ GameObject player = GameObject.Find("Player");
8411
+ if (player == null)
8412
+ {
8413
+ return "Player not found";
8414
+ }
8415
+
8416
+ bool isSelected = Selection.Contains(player);
8417
+ return $"Player is {(isSelected ? "" : "not ")}selected";
8418
+ \`\`\`
8419
+
8420
+ ## Clear Selection
8421
+
8422
+ \`\`\`csharp
8423
+ using UnityEditor;
8424
+
8425
+ Selection.activeObject = null;
8426
+ return "Selection cleared";
8427
+ \`\`\`
8428
+
8429
+ ## Select Objects by Layer
8430
+
8431
+ \`\`\`csharp
8432
+ using UnityEditor;
8433
+ using System.Collections.Generic;
8434
+
8435
+ int layer = LayerMask.NameToLayer("UI");
8436
+ GameObject[] allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
8437
+ List<GameObject> layerObjects = new List<GameObject>();
8438
+
8439
+ foreach (GameObject obj in allObjects)
8440
+ {
8441
+ if (obj.layer == layer)
8442
+ {
8443
+ layerObjects.Add(obj);
8444
+ }
8445
+ }
8446
+
8447
+ if (layerObjects.Count == 0)
8448
+ {
8449
+ return "No objects found on UI layer";
8450
+ }
8451
+
8452
+ Selection.objects = layerObjects.ToArray();
8453
+ return $"Selected {layerObjects.Count} objects on UI layer";
8454
+ \`\`\`
8455
+
8456
+ ## Ping Object in Hierarchy/Project
8457
+
8458
+ \`\`\`csharp
8459
+ using UnityEditor;
8460
+
8461
+ GameObject obj = GameObject.Find("Player");
8462
+ if (obj == null)
8463
+ {
8464
+ return "Player not found";
8465
+ }
8466
+
8467
+ EditorGUIUtility.PingObject(obj);
8468
+ return $"Pinged {obj.name} in Hierarchy";
8469
+ \`\`\`
8470
+
8471
+ ## Focus on Selected Object in Scene View
8472
+
8473
+ \`\`\`csharp
8474
+ using UnityEditor;
8475
+
8476
+ if (Selection.activeGameObject == null)
8477
+ {
8478
+ return "No GameObject selected";
8479
+ }
8480
+
8481
+ SceneView.FrameLastActiveSceneView();
8482
+ return "Focused on selected object";
8483
+ \`\`\`
8484
+
8485
+ `,
8486
+ "examples/undo-operations.md": `# Undo Operations
8487
+
8488
+ Code examples for Undo-supported operations using \`execute-dynamic-code\`.
8489
+
8490
+ ## Record Property Change (Undo.RecordObject)
8491
+
8492
+ \`\`\`csharp
8493
+ using UnityEditor;
8494
+
8495
+ GameObject selected = Selection.activeGameObject;
8496
+ if (selected == null)
8497
+ {
8498
+ return "No GameObject selected";
8499
+ }
8500
+
8501
+ Undo.RecordObject(selected.transform, "Move Object");
8502
+ selected.transform.position = new Vector3(0, 5, 0);
8503
+ return $"Moved {selected.name} (Undo available)";
8504
+ \`\`\`
8505
+
8506
+ ## Record Multiple Objects
8507
+
8508
+ \`\`\`csharp
8509
+ using UnityEditor;
8510
+
8511
+ GameObject[] selectedObjects = Selection.gameObjects;
8512
+ if (selectedObjects.Length == 0)
8513
+ {
8514
+ return "No GameObjects selected";
8515
+ }
8516
+
8517
+ Object[] transforms = new Object[selectedObjects.Length];
8518
+ for (int i = 0; i < selectedObjects.Length; i++)
8519
+ {
8520
+ transforms[i] = selectedObjects[i].transform;
8521
+ }
8522
+
8523
+ Undo.RecordObjects(transforms, "Move Multiple Objects");
8524
+ foreach (GameObject obj in selectedObjects)
8525
+ {
8526
+ obj.transform.position += Vector3.up * 2;
8527
+ }
8528
+ return $"Moved {selectedObjects.Length} objects (Undo available)";
8529
+ \`\`\`
8530
+
8531
+ ## Complete Object Undo (For Complex Changes)
8532
+
8533
+ \`\`\`csharp
8534
+ using UnityEditor;
8535
+
8536
+ GameObject selected = Selection.activeGameObject;
8537
+ if (selected == null)
8538
+ {
8539
+ return "No GameObject selected";
8540
+ }
8541
+
8542
+ Undo.RegisterCompleteObjectUndo(selected, "Complete Object Change");
8543
+ selected.name = "RenamedObject";
8544
+ selected.layer = LayerMask.NameToLayer("Default");
8545
+ selected.tag = "Untagged";
8546
+ return $"Modified object completely (Undo available)";
8547
+ \`\`\`
8548
+
8549
+ ## Add Component with Undo
8550
+
8551
+ \`\`\`csharp
8552
+ using UnityEditor;
8553
+
8554
+ GameObject selected = Selection.activeGameObject;
8555
+ if (selected == null)
8556
+ {
8557
+ return "No GameObject selected";
8558
+ }
8559
+
8560
+ Rigidbody rb = Undo.AddComponent<Rigidbody>(selected);
8561
+ rb.mass = 2f;
8562
+ rb.useGravity = true;
8563
+ return $"Added Rigidbody to {selected.name} (Undo available)";
8564
+ \`\`\`
8565
+
8566
+ ## Set Parent with Undo
8567
+
8568
+ \`\`\`csharp
8569
+ using UnityEditor;
8570
+
8571
+ GameObject child = GameObject.Find("Child");
8572
+ GameObject parent = GameObject.Find("Parent");
8573
+
8574
+ if (child == null || parent == null)
8575
+ {
8576
+ return "Child or Parent not found";
8577
+ }
8578
+
8579
+ Undo.SetTransformParent(child.transform, parent.transform, "Set Parent");
8580
+ return $"Set {child.name}'s parent to {parent.name} (Undo available)";
8581
+ \`\`\`
8582
+
8583
+ ## Create GameObject with Undo
8584
+
8585
+ \`\`\`csharp
8586
+ using UnityEditor;
8587
+
8588
+ GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
8589
+ cube.name = "UndoableCube";
8590
+ cube.transform.position = new Vector3(0, 1, 0);
8591
+ Undo.RegisterCreatedObjectUndo(cube, "Create Cube");
8592
+ return $"Created {cube.name} (Undo available)";
8593
+ \`\`\`
8594
+
8595
+ ## Destroy GameObject with Undo
8596
+
8597
+ \`\`\`csharp
8598
+ using UnityEditor;
8599
+
8600
+ GameObject obj = GameObject.Find("ObjectToDelete");
8601
+ if (obj == null)
8602
+ {
8603
+ return "GameObject not found";
8604
+ }
8605
+
8606
+ Undo.DestroyObjectImmediate(obj);
8607
+ return "GameObject destroyed (Undo available)";
8608
+ \`\`\`
8609
+
8610
+ ## Named Undo Group
8611
+
8612
+ \`\`\`csharp
8613
+ using UnityEditor;
8614
+
8615
+ GameObject selected = Selection.activeGameObject;
8616
+ if (selected == null)
8617
+ {
8618
+ return "No GameObject selected";
8619
+ }
8620
+
8621
+ Undo.SetCurrentGroupName("Complex Transform Operation");
8622
+
8623
+ Undo.RecordObject(selected.transform, "");
8624
+ selected.transform.position = Vector3.zero;
8625
+ selected.transform.rotation = Quaternion.identity;
8626
+ selected.transform.localScale = Vector3.one;
8627
+
8628
+ return "Reset transform (Single undo step)";
8629
+ \`\`\`
8630
+
8631
+ ## Collapse Multiple Operations into One Undo
8632
+
8633
+ \`\`\`csharp
8634
+ using UnityEditor;
8635
+
8636
+ int undoGroup = Undo.GetCurrentGroup();
8637
+ Undo.SetCurrentGroupName("Batch Operation");
8638
+
8639
+ GameObject cube1 = GameObject.CreatePrimitive(PrimitiveType.Cube);
8640
+ cube1.name = "Cube1";
8641
+ Undo.RegisterCreatedObjectUndo(cube1, "");
8642
+
8643
+ GameObject cube2 = GameObject.CreatePrimitive(PrimitiveType.Cube);
8644
+ cube2.name = "Cube2";
8645
+ cube2.transform.position = Vector3.right * 2;
8646
+ Undo.RegisterCreatedObjectUndo(cube2, "");
8647
+
8648
+ GameObject cube3 = GameObject.CreatePrimitive(PrimitiveType.Cube);
8649
+ cube3.name = "Cube3";
8650
+ cube3.transform.position = Vector3.right * 4;
8651
+ Undo.RegisterCreatedObjectUndo(cube3, "");
8652
+
8653
+ Undo.CollapseUndoOperations(undoGroup);
8654
+ return "Created 3 cubes (Single undo step)";
8655
+ \`\`\`
8656
+
8657
+ ## Modify ScriptableObject with Undo
8658
+
8659
+ \`\`\`csharp
8660
+ using UnityEditor;
8661
+
8662
+ string path = "Assets/Data/GameSettings.asset";
8663
+ ScriptableObject so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
8664
+ if (so == null)
8665
+ {
8666
+ return $"Asset not found at {path}";
8667
+ }
8668
+
8669
+ Undo.RecordObject(so, "Modify Settings");
8670
+ SerializedObject serializedObj = new SerializedObject(so);
8671
+ SerializedProperty prop = serializedObj.FindProperty("maxHealth");
8672
+ if (prop != null)
8673
+ {
8674
+ prop.intValue = 200;
8675
+ serializedObj.ApplyModifiedProperties();
8676
+ }
8677
+ return "Modified ScriptableObject (Undo available)";
8678
+ \`\`\`
8679
+
8680
+ ## Modify Material with Undo
8681
+
8682
+ \`\`\`csharp
8683
+ using UnityEditor;
8684
+
8685
+ string path = "Assets/Materials/MyMaterial.mat";
8686
+ Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
8687
+ if (mat == null)
8688
+ {
8689
+ return $"Material not found at {path}";
8690
+ }
8691
+
8692
+ Undo.RecordObject(mat, "Change Material Color");
8693
+ mat.color = Color.red;
8694
+ return "Changed material color (Undo available)";
8695
+ \`\`\`
8696
+
8697
+ `
8698
+ }
8699
+ },
8700
+ {
8701
+ name: "uloop-execute-menu-item",
8702
+ dirName: "uloop-execute-menu-item",
8703
+ content: SKILL_default6
8704
+ },
8705
+ {
8706
+ name: "uloop-find-game-objects",
8707
+ dirName: "uloop-find-game-objects",
8708
+ content: SKILL_default7
8709
+ },
8710
+ {
8711
+ name: "uloop-focus-window",
8712
+ dirName: "uloop-focus-window",
8713
+ content: SKILL_default8
8714
+ },
8715
+ {
8716
+ name: "uloop-get-hierarchy",
8717
+ dirName: "uloop-get-hierarchy",
8718
+ content: SKILL_default9
8719
+ },
8720
+ {
8721
+ name: "uloop-get-logs",
8722
+ dirName: "uloop-get-logs",
8723
+ content: SKILL_default10
8724
+ },
8725
+ {
8726
+ name: "uloop-get-menu-items",
8727
+ dirName: "uloop-get-menu-items",
8728
+ content: SKILL_default11
8729
+ },
8730
+ {
8731
+ name: "uloop-get-provider-details",
8732
+ dirName: "uloop-get-provider-details",
8733
+ content: SKILL_default12
8734
+ },
8735
+ {
8736
+ name: "uloop-run-tests",
8737
+ dirName: "uloop-run-tests",
8738
+ content: SKILL_default13
8739
+ },
8740
+ {
8741
+ name: "uloop-unity-search",
8742
+ dirName: "uloop-unity-search",
8743
+ content: SKILL_default14
8744
+ }
8745
+ ];
8746
+
8747
+ // src/skills/skills-manager.ts
8748
+ var EXCLUDED_DIRS2 = /* @__PURE__ */ new Set(["node_modules", ".git", "Temp", "obj", "Build", "Builds", "Logs"]);
8749
+ function getGlobalSkillsDir(target) {
8750
+ return (0, import_path5.join)((0, import_os.homedir)(), target.projectDir, "skills");
8751
+ }
8752
+ function getProjectSkillsDir(target) {
8753
+ const projectRoot = findUnityProjectRoot();
8754
+ if (!projectRoot) {
8755
+ throw new Error(
8756
+ "Not inside a Unity project. Run this command from within a Unity project directory."
8757
+ );
8758
+ }
8759
+ return (0, import_path5.join)(projectRoot, target.projectDir, "skills");
8760
+ }
8761
+ function getSkillPath(skillDirName, target, global) {
8762
+ const baseDir = global ? getGlobalSkillsDir(target) : getProjectSkillsDir(target);
8763
+ return (0, import_path5.join)(baseDir, skillDirName, target.skillFileName);
8764
+ }
8765
+ function isSkillInstalled(skill, target, global) {
8766
+ const skillPath = getSkillPath(skill.dirName, target, global);
8767
+ return (0, import_fs5.existsSync)(skillPath);
8768
+ }
8769
+ function isSkillOutdated(skill, target, global) {
8770
+ const baseDir = global ? getGlobalSkillsDir(target) : getProjectSkillsDir(target);
8771
+ const skillDir = (0, import_path5.join)(baseDir, skill.dirName);
8772
+ const skillPath = (0, import_path5.join)(skillDir, target.skillFileName);
8773
+ if (!(0, import_fs5.existsSync)(skillPath)) {
8774
+ return false;
8775
+ }
8776
+ const installedContent = (0, import_fs5.readFileSync)(skillPath, "utf-8");
8777
+ if (installedContent !== skill.content) {
8778
+ return true;
8779
+ }
8780
+ if ("additionalFiles" in skill && skill.additionalFiles) {
8781
+ const additionalFiles = skill.additionalFiles;
8782
+ for (const [relativePath, expectedContent] of Object.entries(additionalFiles)) {
8783
+ const filePath = (0, import_path5.join)(skillDir, relativePath);
8784
+ if (!(0, import_fs5.existsSync)(filePath)) {
8785
+ return true;
8786
+ }
8787
+ const installedFileContent = (0, import_fs5.readFileSync)(filePath, "utf-8");
8788
+ if (installedFileContent !== expectedContent) {
8789
+ return true;
8790
+ }
8791
+ }
8792
+ }
8793
+ return false;
8794
+ }
8795
+ function getSkillStatus(skill, target, global) {
8796
+ if (!isSkillInstalled(skill, target, global)) {
8797
+ return "not_installed";
8798
+ }
8799
+ if (isSkillOutdated(skill, target, global)) {
8800
+ return "outdated";
8801
+ }
8802
+ return "installed";
8803
+ }
8804
+ function parseFrontmatter(content) {
8805
+ const frontmatterMatch = content.match(/^---\n([\s\S]*?)\n---/);
8806
+ if (!frontmatterMatch) {
8807
+ return {};
8808
+ }
8809
+ const frontmatter = {};
8810
+ const lines = frontmatterMatch[1].split("\n");
8811
+ for (const line of lines) {
8812
+ const colonIndex = line.indexOf(":");
8813
+ if (colonIndex === -1) {
8814
+ continue;
8815
+ }
8816
+ const key = line.slice(0, colonIndex).trim();
8817
+ const value = line.slice(colonIndex + 1).trim();
8818
+ if (value === "true") {
8819
+ frontmatter[key] = true;
8820
+ } else if (value === "false") {
8821
+ frontmatter[key] = false;
8822
+ } else {
8823
+ frontmatter[key] = value;
8824
+ }
8825
+ }
8826
+ return frontmatter;
8827
+ }
8828
+ function scanEditorFolderForSkills(editorPath, skills) {
8829
+ if (!(0, import_fs5.existsSync)(editorPath)) {
8830
+ return;
8831
+ }
8832
+ const entries = (0, import_fs5.readdirSync)(editorPath, { withFileTypes: true });
8833
+ for (const entry of entries) {
8834
+ if (EXCLUDED_DIRS2.has(entry.name)) {
8835
+ continue;
8836
+ }
8837
+ const fullPath = (0, import_path5.join)(editorPath, entry.name);
8838
+ if (entry.isDirectory()) {
8839
+ const skillMdPath = (0, import_path5.join)(fullPath, "SKILL.md");
8840
+ if ((0, import_fs5.existsSync)(skillMdPath)) {
8841
+ const content = (0, import_fs5.readFileSync)(skillMdPath, "utf-8");
8842
+ const frontmatter = parseFrontmatter(content);
8843
+ if (frontmatter.internal === true) {
8844
+ continue;
8845
+ }
8846
+ const name = typeof frontmatter.name === "string" ? frontmatter.name : entry.name;
8847
+ skills.push({
8848
+ name,
8849
+ dirName: name,
8850
+ content,
8851
+ sourcePath: skillMdPath
8852
+ });
8853
+ }
8854
+ scanEditorFolderForSkills(fullPath, skills);
8855
+ }
8856
+ }
8857
+ }
8858
+ function findEditorFolders(basePath, maxDepth = 2) {
8859
+ const editorFolders = [];
8860
+ function scan(currentPath, depth) {
8861
+ if (depth > maxDepth || !(0, import_fs5.existsSync)(currentPath)) {
8862
+ return;
8863
+ }
8864
+ const entries = (0, import_fs5.readdirSync)(currentPath, { withFileTypes: true });
8865
+ for (const entry of entries) {
8866
+ if (!entry.isDirectory() || EXCLUDED_DIRS2.has(entry.name)) {
8867
+ continue;
8868
+ }
8869
+ const fullPath = (0, import_path5.join)(currentPath, entry.name);
8870
+ if (entry.name === "Editor") {
8871
+ editorFolders.push(fullPath);
8872
+ } else {
8873
+ scan(fullPath, depth + 1);
8874
+ }
8875
+ }
8876
+ }
8877
+ scan(basePath, 0);
8878
+ return editorFolders;
8879
+ }
8880
+ function collectProjectSkills() {
8881
+ const projectRoot = findUnityProjectRoot();
8882
+ if (!projectRoot) {
8883
+ return [];
8884
+ }
8885
+ const skills = [];
8886
+ const seenNames = /* @__PURE__ */ new Set();
8887
+ const searchPaths = [
8888
+ (0, import_path5.join)(projectRoot, "Assets"),
8889
+ (0, import_path5.join)(projectRoot, "Packages"),
6578
8890
  (0, import_path5.join)(projectRoot, "Library", "PackageCache")
6579
8891
  ];
6580
8892
  for (const searchPath of searchPaths) {
6581
- if (!(0, import_fs4.existsSync)(searchPath)) {
8893
+ if (!(0, import_fs5.existsSync)(searchPath)) {
6582
8894
  continue;
6583
8895
  }
6584
8896
  const editorFolders = findEditorFolders(searchPath, 3);
@@ -6616,16 +8928,24 @@ function installSkill(skill, target, global) {
6616
8928
  const baseDir = global ? getGlobalSkillsDir(target) : getProjectSkillsDir(target);
6617
8929
  const skillDir = (0, import_path5.join)(baseDir, skill.dirName);
6618
8930
  const skillPath = (0, import_path5.join)(skillDir, target.skillFileName);
6619
- (0, import_fs4.mkdirSync)(skillDir, { recursive: true });
6620
- (0, import_fs4.writeFileSync)(skillPath, skill.content, "utf-8");
8931
+ (0, import_fs5.mkdirSync)(skillDir, { recursive: true });
8932
+ (0, import_fs5.writeFileSync)(skillPath, skill.content, "utf-8");
8933
+ if ("additionalFiles" in skill && skill.additionalFiles) {
8934
+ const additionalFiles = skill.additionalFiles;
8935
+ for (const [relativePath, content] of Object.entries(additionalFiles)) {
8936
+ const fullPath = (0, import_path5.join)(skillDir, relativePath);
8937
+ (0, import_fs5.mkdirSync)((0, import_path5.dirname)(fullPath), { recursive: true });
8938
+ (0, import_fs5.writeFileSync)(fullPath, content, "utf-8");
8939
+ }
8940
+ }
6621
8941
  }
6622
8942
  function uninstallSkill(skill, target, global) {
6623
8943
  const baseDir = global ? getGlobalSkillsDir(target) : getProjectSkillsDir(target);
6624
8944
  const skillDir = (0, import_path5.join)(baseDir, skill.dirName);
6625
- if (!(0, import_fs4.existsSync)(skillDir)) {
8945
+ if (!(0, import_fs5.existsSync)(skillDir)) {
6626
8946
  return false;
6627
8947
  }
6628
- (0, import_fs4.rmSync)(skillDir, { recursive: true, force: true });
8948
+ (0, import_fs5.rmSync)(skillDir, { recursive: true, force: true });
6629
8949
  return true;
6630
8950
  }
6631
8951
  function installAllSkills(target, global) {
@@ -7153,8 +9473,8 @@ function cleanupLockFiles() {
7153
9473
  let cleaned = 0;
7154
9474
  for (const lockFile of LOCK_FILES) {
7155
9475
  const lockPath = (0, import_path6.join)(tempDir, lockFile);
7156
- if ((0, import_fs5.existsSync)(lockPath)) {
7157
- (0, import_fs5.unlinkSync)(lockPath);
9476
+ if ((0, import_fs6.existsSync)(lockPath)) {
9477
+ (0, import_fs6.unlinkSync)(lockPath);
7158
9478
  console.log(`Removed: ${lockFile}`);
7159
9479
  cleaned++;
7160
9480
  }
@@ -7190,12 +9510,12 @@ function handleCompletion(install, shellOverride) {
7190
9510
  }
7191
9511
  const configPath = getShellConfigPath(shell);
7192
9512
  const configDir = (0, import_path6.dirname)(configPath);
7193
- if (!(0, import_fs5.existsSync)(configDir)) {
7194
- (0, import_fs5.mkdirSync)(configDir, { recursive: true });
9513
+ if (!(0, import_fs6.existsSync)(configDir)) {
9514
+ (0, import_fs6.mkdirSync)(configDir, { recursive: true });
7195
9515
  }
7196
9516
  let content = "";
7197
- if ((0, import_fs5.existsSync)(configPath)) {
7198
- content = (0, import_fs5.readFileSync)(configPath, "utf-8");
9517
+ if ((0, import_fs6.existsSync)(configPath)) {
9518
+ content = (0, import_fs6.readFileSync)(configPath, "utf-8");
7199
9519
  content = content.replace(
7200
9520
  /\n?# >>> uloop completion >>>[\s\S]*?# <<< uloop completion <<<\n?/g,
7201
9521
  ""
@@ -7209,7 +9529,7 @@ ${startMarker}
7209
9529
  ${script}
7210
9530
  ${endMarker}
7211
9531
  `;
7212
- (0, import_fs5.writeFileSync)(configPath, content + lineToAdd, "utf-8");
9532
+ (0, import_fs6.writeFileSync)(configPath, content + lineToAdd, "utf-8");
7213
9533
  } else {
7214
9534
  const evalLine = `eval "$(uloop completion --shell ${shell})"`;
7215
9535
  const lineToAdd = `
@@ -7217,7 +9537,7 @@ ${startMarker}
7217
9537
  ${evalLine}
7218
9538
  ${endMarker}
7219
9539
  `;
7220
- (0, import_fs5.writeFileSync)(configPath, content + lineToAdd, "utf-8");
9540
+ (0, import_fs6.writeFileSync)(configPath, content + lineToAdd, "utf-8");
7221
9541
  }
7222
9542
  console.log(`Completion installed to ${configPath}`);
7223
9543
  if (shell === "powershell") {