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Get Started Free →Create a new Unity scene asset and save it at the given `.unity` path. Use 'scene-list-opened' to inspect the resulting opened-scene set afterwards.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-04 | ✗→✓ | ▲ Improved | 42% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 22% | 0% |
| case-07 | ✗→✓ | ▲ Improved | -20% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 0% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 33% | 0% |
Create new scene in the project assets. Use 'scene-list-opened' tool to list all opened scenes after creation.
path — must end with .unity. Non-empty.newSceneSetup (default DefaultGameObjects) — Unity's NewSceneSetup flag (EmptyScene or DefaultGameObjects).newSceneMode (default Single) — Single closes other scenes, Additive keeps them open.Calls EditorSceneManager.NewScene + SaveScene(path) on the main thread, repaints editor windows, and returns a SceneDataShallow for the newly created scene.
bashunity-mcp-cli run-tool scene-create --input '{ "path": "string_value", "newSceneSetup": "string_value", "newSceneMode": "string_value" }'
> For complex input (multi-line strings, code), save the JSON to a file and use: > bash > unity-mcp-cli run-tool scene-create --input-file args.json > > > Or pipe via stdin (recommended): > bash > unity-mcp-cli run-tool scene-create --input-file - <<'EOF' > {"param": "value"} > EOF >
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.
| Name | Type | Required | Description | |------|------|----------|-------------| | path | string | Yes | Path to the scene file. Should end with ".unity" extension. | | newSceneSetup | any | No | | | newSceneMode | any | No | |
json{ "type": "object", "properties": { "path": { "type": "string" }, "newSceneSetup": { "$ref": "#/$defs/UnityEditor.SceneManagement.NewSceneSetup" }, "newSceneMode": { "$ref": "#/$defs/UnityEditor.SceneManagement.NewSceneMode" } }, "$defs": { "UnityEditor.SceneManagement.NewSceneSetup": { "type": "string", "enum": [ "EmptyScene", "DefaultGameObjects" ] }, "UnityEditor.SceneManagement.NewSceneMode": { "type": "string", "enum": [ "Single", "Additive" ] } }, "required": [ "path" ] }
json{ "type": "object", "properties": { "result": { "$ref": "#/$defs/AIGD.SceneDataShallow", "description": "Scene reference. Used to find a Scene." } }, "$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." } }, "required": [ "result" ] }
Other measured skills in the registry, with their headline benchmark lift.