Agent skill

Editor Selection Set

by IvanMurzak in IvanMurzak/Unity-MCP

Set the current Selection in the Unity Editor to the provided objects.

Apache-2.0Auto-check passedGame Development

Install Editor Selection Set

skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill editor-selection-set -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install IvanMurzak/Unity-MCP editor-selection-set --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/IvanMurzak/Unity-MCP.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Unity-MCP-Plugin/.claude/skills/editor-selection-set .claude/skills/editor-selection-set && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
editor-selection-set
GitHub stars
4.4k
Token cost
~1.9k tokens
SKILL.md length
141 words
Files
1
Skills in repo
80
Repo updated
First seen
Licence
Apache-2.0

At a glance

Set the current Selection in the Unity Editor to the provided objects.

  • Tasks that involve Game development
  • SKILL.md covers Inputs, Behavior, How to Call and Input, plus 1 more section
  • Calls npm and npx

What it does

Editor Selection Set is an agent skill from IvanMurzak/Unity-MCP. Set the current Selection in the Unity Editor to the provided objects. All ObjectRefs must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.

Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game development. It works with Unity and Model Context Protocol. The repository describes itself as: AI Skills, MCP Tools, and CLI for Unity Engine. Full AI develop and test loop. Use cli for quick setup. Efficient token usage, advanced tools. Any C method may be turned into a… The licence is Apache-2.0.

When your agent uses it

  • Tasks that involve Game development

Example prompts

  • “editor-selection-get”
  • “/editor-selection-set”

Requirements

  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit 4c8056f. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npm
    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npm and npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Editor Selection Set loads about 1.9k tokens when it runs. Until then it costs about 61 tokens; SKILL.md has 141 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~61
When it runs · the whole SKILL.md, loaded when a task matches
~1.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from IvanMurzak/Unity-MCP at commit 4c8056f, republished under its Apache-2.0 licence (© IvanMurzak). 141 words, ~1,909 tokens.

Download SKILL.mdSave it as .claude/skills/editor-selection-set/SKILL.md (or your agent's skills folder).
name
editor-selection-set
description
Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.

Editor / Selection / Set

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

Inputs

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

Behavior

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

How to Call

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

For complex input (multi-line strings, code), save the JSON to a file and use:

bash
unity-mcp-cli run-tool editor-selection-set --input-file args.json

Or pipe via stdin (recommended):

bash
unity-mcp-cli run-tool editor-selection-set --input-file - <<'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

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

Output

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

© IvanMurzak, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in Unity-MCP-Plugin/.claude/skills/editor-selection-set of IvanMurzak/Unity-MCP.

Open the folder on GitHubat commit 4c8056f

Compare with similar skills

Editor Selection Set next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Editor Selection Set compared with similar skills
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Editor Selection Set this skillIvanMurzak/Unity-MCP4.4k—~1.9kAutomated safety check: PassApache-2.0
Unity PluginTomLeeLive/openclaw-unity-plugin106—~5.1kAutomated safety check: PassApache-2.0
Sprite Genaldegad/sprite-gen2.6k—~4.4kAutomated safety check: PassApache-2.0
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills275—~4kAutomated safety check: PassMIT

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Questions about Editor Selection Set

What does Editor Selection Set do?

Set the current Selection in the Unity Editor to the provided objects. Editor Selection Set is an agent skill from IvanMurzak/Unity-MCP. Set the current Selection in the Unity Editor to the provided objects.

When should I use Editor Selection Set?

Editor Selection Set fits situations like: tasks that involve Game development.

How do I install Editor Selection Set in Claude Code?

Run `npx skills add IvanMurzak/Unity-MCP --skill editor-selection-set -a claude-code`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/editor-selection-set in IvanMurzak/Unity-MCP) into .claude/skills/editor-selection-set in your project. Claude Code loads it when a task matches its description.

How do I install Editor Selection Set in Codex?

Run `npx skills add IvanMurzak/Unity-MCP --skill editor-selection-set -a codex`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/editor-selection-set in IvanMurzak/Unity-MCP) into .agents/skills/editor-selection-set in your project. Codex loads it when a task matches its description.

Can I use Editor Selection Set in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add IvanMurzak/Unity-MCP --skill editor-selection-set -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/editor-selection-set, .gemini/skills/editor-selection-set, .github/skills/editor-selection-set and .opencode/skills/editor-selection-set in your project.

What does Editor Selection Set need to run?

Going by SKILL.md and its folder, Editor Selection Set needs the command-line tools its instructions call (npm and npx). Our summary lists: Node.js.

Does Editor Selection Set access the network?

SKILL.md contains no URLs. Its commands use npm and npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Editor Selection Set safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Editor Selection Set use?

Editor Selection Set is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Editor Selection Set use?

About 1.9k tokens (SKILL.md is roughly 7.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Editor Selection Set?

Skills that share tags, products or a category with Editor Selection Set: Unity Plugin (TomLeeLive/openclaw-unity-plugin, 106 stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars) and Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Editor Selection Set?

IvanMurzak (a GitHub user) maintains it in IvanMurzak/Unity-MCP, which has 4,392 GitHub stars. The repository holds 80 skills in this directory. The repository was last updated on October 4, 2026.

Source: IvanMurzak/Unity-MCP on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.