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gold_dolphin/unity/.claude/skills/scene-set-active/SKILL.md
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---
name: scene-set-active
description: Mark an opened scene as the Editor's active scene (the one new GameObjects are added to and that's used as the default for many operations). Use 'scene-list-opened' to enumerate opened scenes first.
---
# Scene / Set Active
Set the specified opened scene as the active scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
## Inputs
- `sceneRef``AssetObjectRef` pointing at a `SceneAsset`. The scene must already be opened.
## Behavior
Resolves the `SceneAsset`, finds the matching opened scene (by name then by path), and calls `EditorSceneManager.SetActiveScene`. No-op if the scene is already active. Returns the post-call snapshot of opened scenes.
## How to Call
```bash
unity-mcp-cli run-tool scene-set-active --input '{
"sceneRef": "string_value"
}'
```
> For complex input (multi-line strings, code), save the JSON to a file and use:
> ```bash
> unity-mcp-cli run-tool scene-set-active --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> unity-mcp-cli run-tool scene-set-active --input-file - <<'EOF'
> {"param": "value"}
> EOF
> ```
### Troubleshooting
If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead.
Read the /unity-initial-setup skill for detailed installation instructions.
## Input
| Name | Type | Required | Description |
|------|------|----------|-------------|
| `sceneRef` | `any` | Yes | Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders. |
### Input JSON Schema
```json
{
"type": "object",
"properties": {
"sceneRef": {
"$ref": "#/$defs/AIGD.AssetObjectRef"
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"AIGD.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
}
},
"required": [
"sceneRef"
]
}
```
## Output
### Output JSON Schema
```json
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.SceneDataShallow-1"
}
},
"$defs": {
"AIGD.SceneDataShallow": {
"type": "object",
"properties": {
"Name": {
"type": "string"
},
"IsLoaded": {
"type": "boolean"
},
"IsDirty": {
"type": "boolean"
},
"IsSubScene": {
"type": "boolean"
},
"IsValidScene": {
"type": "boolean",
"description": "Whether this is a valid Scene. A Scene may be invalid if, for example, you tried to open a Scene that does not exist. In this case, the Scene returned from EditorSceneManager.OpenScene would return False for IsValid."
},
"RootCount": {
"type": "integer"
},
"path": {
"type": "string",
"description": "Path to the Scene within the project. Starts with 'Assets/'"
},
"buildIndex": {
"type": "integer",
"description": "Build index of the Scene in the Build Settings."
},
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"IsLoaded",
"IsDirty",
"IsSubScene",
"IsValidScene",
"RootCount",
"buildIndex",
"instanceID"
],
"description": "Scene reference. Used to find a Scene."
},
"AIGD.SceneDataShallow-1": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.SceneDataShallow",
"description": "Scene reference. Used to find a Scene."
}
}
},
"required": [
"result"
]
}
```