Unity Editor Skills
Overview
Control the Unity Editor itself - enter play mode, manage selection, undo/redo, and execute menu items.
Common Mistakes
DO NOT (common hallucinations):
editor_rundoes not exist → useeditor_playto enter play modeeditor_compile/editor_recompiledo not exist → usedebug_force_recompileeditor_savedoes not exist → useeditor_execute_menuwith menuPath"File/Save"editor_execute_menurequires exact menu path — typos cause silent failure
Routing:
- For compilation check → use
editor_get_state(isCompilingfield) - For console errors → use native
Unity_ReadConsoleorUnity_GetConsoleLogs - For scene save →
scene_save(scene module) oreditor_execute_menumenuPath="File/Save"
Skills Overview
| Skill | Description |
|---|---|
editor_play |
Enter play mode |
editor_stop |
Exit play mode |
editor_pause |
Toggle pause |
editor_select |
Select GameObject |
editor_get_selection |
Get selected objects |
editor_get_context |
Get full editor context (selection, assets, scene) |
editor_undo |
Undo last action |
editor_redo |
Redo last action |
editor_get_state |
Get editor state |
editor_execute_menu |
Execute menu item |
editor_get_tags |
Get all tags |
editor_get_layers |
Get all layers |
console_set_pause_on_error |
Pause play mode on error (console module) |
Skills
editor_play
Enter play mode. Fire-and-forget: sets EditorApplication.isPlaying = true
and returns { success, mode, started } immediately. Observe the
transition by calling editor_get_state (check isPlaying) in a later
call — recipes cannot span domain reloads.
editor_stop
Exit play mode.
editor_pause
Toggle pause state.
editor_select
Select a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID |
path |
string | No* | Object path |
*One identifier required
editor_get_selection
Get currently selected objects.
Returns: {success, count, objects: [{name, instanceId}]}
editor_get_context
Get full editor context including selection, assets, and scene info.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
includeComponents |
bool | No | false | Include component list |
includeChildren |
bool | No | false | Include children info |
Returns:
selectedGameObjects: Objects in Hierarchy (instanceId, path, tag, layer)selectedAssets: Assets in Project window (GUID, path, type, isFolder)activeScene: Current scene info (name, path, isDirty)focusedWindow: Name of focused editor windowisPlaying,isCompiling: Editor state
editor_undo
Undo the last action.
editor_redo
Redo the last undone action.
editor_get_state
Get current editor state.
Returns: {isPlaying, isPaused, isCompiling, timeSinceStartup, unityVersion, platform}
editor_execute_menu
Execute a menu command.
| Parameter | Type | Required | Description |
|---|---|---|---|
menuPath |
string | Yes | Menu item path |
Common Menu Paths:
| Menu Path | Action |
|---|---|
File/Save |
Save current scene |
File/Build Settings... |
Open build settings |
Edit/Play |
Toggle play mode |
GameObject/Create Empty |
Create empty object |
Window/General/Console |
Open console |
Assets/Refresh |
Refresh assets |
editor_get_tags
Get all available tags.
Returns: {success, tags: [string]}
editor_get_layers
Get all available layers.
Returns: {success, layers: [{index, name}]}
Pause On Error
Pause-on-error is provided by the console module, not the editor module.
Use console_set_pause_on_error from the console module.
Example Usage
See ../../recipes/editor/<command>.md for C# templates.
Recipe path rule: ../../recipes/editor/<command>.md
Best Practices
- Check editor state before play mode operations
- Don't modify scene during play mode (changes lost)
- Use undo for safe experimentation
- Use
editor_get_contextto get instanceId for batch operations - Menu commands must match exact paths