editor-selection-set

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

ismyway2012 By ismyway2012 schedule Updated 3/6/2026

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

Editor / Selection / Set

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

How to Call

HTTP API (Direct Tool Execution)

Execute this tool directly via the MCP Plugin HTTP API:

curl -X POST http://localhost:54688/api/tools/editor-selection-set \
  -H "Content-Type: application/json" \
  -d '{
  "select": "string_value"
}'

With Authorization (if required)

curl -X POST http://localhost:54688/api/tools/editor-selection-set \
  -H "Content-Type: application/json" \
  -H "Authorization: Bearer YOUR_TOKEN" \
  -d '{
  "select": "string_value"
}'

The token is stored in the file: UserSettings/AI-Game-Developer-Config.json Using the format: "token": "YOUR_TOKEN"

Input

Name Type Required Description
select any Yes

Input JSON Schema

{
  "type": "object",
  "properties": {
    "select": {
      "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef[]"
    }
  },
  "$defs": {
    "com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is \u00270\u0027, then it will be used as \u0027null\u0027."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
    },
    "com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef[]": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef",
        "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
      }
    }
  },
  "required": [
    "select"
  ]
}

Output

Output JSON Schema

{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Editor_Selection\u002BSelectionData"
    }
  },
  "$defs": {
    "com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef[]": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef",
        "description": "Find GameObject in opened Prefab or in the active Scene."
      }
    },
    "com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If it is \u00270\u0027 and \u0027path\u0027, \u0027name\u0027, \u0027assetPath\u0027 and \u0027assetGuid\u0027 is not provided, empty or null, then it will be used as \u0027null\u0027. Priority: 1 (Recommended)"
        },
        "path": {
          "type": "string",
          "description": "Path of a GameObject in the hierarchy Sample \u0027character/hand/finger/particle\u0027. Priority: 2."
        },
        "name": {
          "type": "string",
          "description": "Name of a GameObject in hierarchy. Priority: 3."
        },
        "assetType": {
          "$ref": "#/$defs/System.Type",
          "description": "Type of the asset."
        },
        "assetPath": {
          "type": "string",
          "description": "Path to the asset within the project. Starts with \u0027Assets/\u0027"
        },
        "assetGuid": {
          "type": "string",
          "description": "Unique identifier for the asset."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Find GameObject in opened Prefab or in the active Scene."
    },
    "System.Type": {
      "type": "string"
    },
    "com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef[]": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef",
        "description": "Component reference. Used to find a Component at GameObject."
      }
    },
    "com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef": {
      "type": "object",
      "properties": {
        "index": {
          "type": "integer",
          "description": "Component \u0027index\u0027 attached to a gameObject. The first index is \u00270\u0027 and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
        },
        "typeName": {
          "type": "string",
          "description": "Component type full name. Sample \u0027UnityEngine.Transform\u0027. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null."
        },
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is \u00270\u0027, then it will be used as \u0027null\u0027."
        }
      },
      "required": [
        "index",
        "instanceID"
      ],
      "description": "Component reference. Used to find a Component at GameObject."
    },
    "System.Int32[]": {
      "type": "array",
      "items": {
        "type": "integer"
      }
    },
    "System.String[]": {
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is \u00270\u0027, then it will be used as \u0027null\u0027."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
    },
    "com.IvanMurzak.Unity.MCP.Editor.API.Tool_Editor_Selection\u002BSelectionData": {
      "type": "object",
      "properties": {
        "GameObjects": {
          "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef[]",
          "description": "Returns the actual game object selection. Includes Prefabs, non-modifiable objects."
        },
        "Transforms": {
          "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef[]",
          "description": "Returns the top level selection, excluding Prefabs."
        },
        "InstanceIDs": {
          "$ref": "#/$defs/System.Int32[]",
          "description": "The actual unfiltered selection from the Scene returned as instance ids instead of objects."
        },
        "AssetGUIDs": {
          "$ref": "#/$defs/System.String[]",
          "description": "Returns the guids of the selected assets."
        },
        "ActiveGameObject": {
          "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef",
          "description": "Returns the active game object. (The one shown in the inspector)."
        },
        "ActiveInstanceID": {
          "type": "integer",
          "description": "Returns the instanceID of the actual object selection. Includes Prefabs, non-modifiable objects"
        },
        "ActiveObject": {
          "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ObjectRef",
          "description": "Returns the actual object selection. Includes Prefabs, non-modifiable objects."
        },
        "ActiveTransform": {
          "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef",
          "description": "Returns the active transform. (The one shown in the inspector)."
        }
      },
      "required": [
        "ActiveInstanceID"
      ]
    }
  },
  "required": [
    "result"
  ]
}
Install via CLI
npx skills add https://github.com/ismyway2012/NewPlayFramework --skill editor-selection-set
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