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