Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.
日本語の概要は準備中です。原文の説明を表示しています。
80 件(IvanMurzak のリポジトリ) ・ 人気順
概要と使いどころ
Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.
日本語の概要は準備中です。原文の説明を表示しています。
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
日本語の概要は準備中です。原文の説明を表示しています。
Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary `RenderTexture`. Requires an open Scene View.
日本語の概要は準備中です。原文の説明を表示しています。
Unload an opened scene from the Unity Editor (asynchronously via `SceneManager.UnloadSceneAsync`). Use 'scene-list-opened' to find the scene name first.
日本語の概要は準備中です。原文の説明を表示しています。
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
Create a new skill (MCP tool) for the Unity Editor by writing a C# (.cs) file that Unity compiles into the project. After compilation the new tool becomes callable through MCP. The file must be a partial class decorated with [AiToolType], each tool method must be decorated with [AiTool], the class name should match the file name, all Unity API calls must run via com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(), and the method should either return a structured data model (for parseable output) or void (for side-effect-only operations). See the body of this skill for a full sample and best-practice notes.
日本語の概要は準備中です。原文の説明を表示しています。
Save an opened scene back to its asset file (or to a new path when `path` is provided). When `openedSceneName` is empty, saves the currently active scene. Use 'scene-list-opened' to find the scene name first.
日本語の概要は準備中です。原文の説明を表示しています。
Enable or disable MCP tools by name in batch. Persists the change via `UnityMcpPluginEditor.Instance.Save()` only when at least one tool actually flipped. Returns per-input success flags plus optional operation logs.
日本語の概要は準備中です。原文の説明を表示しています。
Read a `.cs` script file and return its content as a string. Supports a 1-based `lineFrom`/`lineTo` slice for partial reads. Pair with 'script-update-or-create' to write back.
日本語の概要は準備中です。原文の説明を表示しています。
List all known profiler module names with their local 'enabled' bookkeeping flag.
日本語の概要は準備中です。原文の説明を表示しています。
Capture a screenshot from a Unity `Camera` and return it as a PNG image for direct LLM inspection. Falls back to `Camera.main` (then any active camera) when `cameraRef` is null. Width and height are capped to keep response size manageable.
日本語の概要は準備中です。原文の説明を表示しています。
Read back a previously-saved JSON snapshot from `profiler-save-data` and return its raw text.
日本語の概要は準備中です。原文の説明を表示しています。
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body for side-effect notes.
日本語の概要は準備中です。原文の説明を表示しています。
List every scene currently opened in the Unity Editor as a shallow snapshot (name, path, build flags). Use 'scene-get-data' for the deep view of a specific scene.
日本語の概要は準備中です。原文の説明を表示しています。
Write a `.cs` script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via `requestId` after Unity finishes the triggered compilation. Use 'script-read' to inspect existing content first.
日本語の概要は準備中です。原文の説明を表示しています。
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
日本語の概要は準備中です。原文の説明を表示しています。
Execute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.
日本語の概要は準備中です。原文の説明を表示しています。
Regenerate every `SKILL.md` from the project's currently-registered MCP tools into the configured skills folder (or a project-relative override path). Writes the YAML `description:` from `[AiSkillDescription]` and the body from `[AiSkillBody]`.
日本語の概要は準備中です。原文の説明を表示しています。
Delete one or more `.cs` script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's `requestId`. Pair with 'script-read' to inspect files before deletion.
日本語の概要は準備中です。原文の説明を表示しています。
List all Unity-MCP tools registered in the connected Unity Editor instance. Optional regex filter matches against tool name, description, and argument names/descriptions. Use the `includeDescription` / `includeInputs` toggles to control the response size.
日本語の概要は準備中です。原文の説明を表示しています。
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
日本語の概要は準備中です。原文の説明を表示しています。
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized `MethodData` entries usable as schemas for 'reflection-method-call'.
日本語の概要は準備中です。原文の説明を表示しています。
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
日本語の概要は準備中です。原文の説明を表示しています。