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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.
Passed 22 of 22 test cases with the skill, and 8 of 22 without it.
and 16 more in the full report
14 fixed8 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 14 test cases the skill fixed. Same model, same prompt, with and without the skill.
We are working on the interface overlay layer. Can you set 'Assets/Scenes/PauseMenu.unity' as the active scene using the scene setting tool and provide the post-call array of shallow scene info?
| Checked | Without skill | With skill |
|---|---|---|
| Invokes scene-set-active tool via CLI command | Missed | Passed |
| Includes assetPath Assets/Scenes/PauseMenu.unity inside sceneRef | Missed | Passed |
The instructions your model reads when the skill loads.
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.
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:
unity-mcp-cli run-tool scene-set-active --input-file args.jsonOr pipe via stdin (recommended):
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.
test cases passed, vs 8 / 22 without
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