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Get Started Free →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.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 25% | 0% |
| case-02 | ✗→✓ | ▲ Improved | -32% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 431% | 0% |
| case-04 | ✗→✓ | ▲ Improved | 22% | 0% |
| case-07 | ✗→✓ | ▲ Improved | 15% | 0% |
Set the specified opened scene as the active scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
sceneRef — AssetObjectRef pointing at a SceneAsset. The scene must already be opened.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.
bashunity-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 >
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 | |------|------|----------|-------------| | sceneRef | any | Yes | Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders. |
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": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders." } }, "required": [ "sceneRef" ] }
json{ "type": "object", "properties": { "result": { "$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" ] }
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