Agent skill

Scene Set Active

by IvanMurzak in IvanMurzak/Unity-MCP

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).

Apache-2.0Auto-check passedGame Development

Install Scene Set Active

skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill scene-set-active -a claude-code

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

GitHub CLI
$ gh skill install IvanMurzak/Unity-MCP scene-set-active --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/scene-set-active .claude/skills/scene-set-active && 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
scene-set-active
GitHub stars
4.4k
Token cost
~1.2k tokens
SKILL.md length
169 words
Files
1
Skills in repo
80
Repo updated
First seen
Licence
Apache-2.0

At a glance

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).

  • Game Development work in your project
  • SKILL.md covers Inputs, Behavior, How to Call and Input, plus 1 more section
  • Calls npm and npx

What it does

Scene Set Active is an agent skill from IvanMurzak/Unity-MCP. 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.

Its SKILL.md is about 1.2k 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. It works with 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

  • Game Development work in your project

Example prompts

  • “s active scene (the one new GameObjects are added to and that”
  • “scene-list-opened”
  • “/scene-set-active”

Requirements

  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit 84319d7. 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

Scene Set Active loads about 1.2k tokens when it runs. Until then it costs about 54 tokens; SKILL.md has 169 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~54
When it runs · the whole SKILL.md, loaded when a task matches
~1.2k

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 84319d7, republished under its Apache-2.0 licence (© IvanMurzak). 169 words, ~1,176 tokens.

Download SKILL.mdSave it as .claude/skills/scene-set-active/SKILL.md (or your agent's skills folder).
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

NameTypeRequiredDescription
sceneRefanyYesReference 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"
  ]
}

© 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/scene-set-active of IvanMurzak/Unity-MCP.

Open the folder on GitHubat commit 84319d7

Compare with similar skills

Scene Set Active 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.

Scene Set Active compared with similar skills
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Scene Set Active this skillIvanMurzak/Unity-MCP4.4k—~1.2kAutomated safety check: PassApache-2.0
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Blockbench Pluginsjasonjgardner/blockbench-mcp-plugin500—~2.8kAutomated safety check: PassGPL-3.0
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills278—~4kAutomated safety check: PassMIT
Unreal Material and VFX Workflowflopperam/unreal-engine-mcp1.1k—~927Automated safety check: PassNone

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Questions about Scene Set Active

What does Scene Set Active do?

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). Scene Set Active is an agent skill from IvanMurzak/Unity-MCP. 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).

When should I use Scene Set Active?

Scene Set Active fits situations like: game Development work in your project.

How do I install Scene Set Active in Claude Code?

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

How do I install Scene Set Active in Codex?

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

Can I use Scene Set Active 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 scene-set-active -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scene-set-active, .gemini/skills/scene-set-active, .github/skills/scene-set-active and .opencode/skills/scene-set-active in your project.

What does Scene Set Active need to run?

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

Does Scene Set Active 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 Scene Set Active 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 Scene Set Active use?

Scene Set Active 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 Scene Set Active use?

About 1.2k tokens (SKILL.md is roughly 4.7k 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 Scene Set Active?

Skills that share tags, products or a category with Scene Set Active: Sprite Gen (aldegad/sprite-gen, 2.7k stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 500 stars), Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars) and Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scene Set Active?

IvanMurzak (a GitHub user) maintains it in IvanMurzak/Unity-MCP, which has 4,412 GitHub stars. The repository holds 80 skills in this directory. The repository was last updated on October 10, 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.