--- name: terrain-place-trees description: Place trees on a `Terrain` using an existing tree prototype. Either scatter `count` trees randomly across a normalized [0,1] sub-rectangle, or place trees at explicit normalized positions. Optionally clear existing trees first. metadata: generated-by: mcp-plugin-dotnet --- # Terrain / Place Trees Add `TreeInstance`s to a `Terrain`. Tree positions are normalized [0,1] across the terrain. ## Inputs - `gameObjectRef` — the GameObject hosting the `Terrain` (required). - `prototypeIndex` — index of the tree prototype to place (must already be on the terrain, default 0). - `count` — number of trees to scatter randomly (used when `positions` is omitted; default 100). - `minX` / `minZ` / `maxX` / `maxZ` — normalized [0,1] sub-rectangle to scatter within (default 0..1 on both axes). - `positions` — optional explicit normalized [0,1] XZ positions (each a `Vector2`, x→X, y→Z). When provided, overrides random scatter. - `heightScale` / `widthScale` — per-instance scale (default 1). - `clearExisting` — when `true`, removes existing trees before placing (default false). ## Behavior Validates the prototype index, builds `TreeInstance`s (sampling the terrain height at each normalized position), and assigns them via `TerrainData.SetTreeInstances(..., snapToHeightmap:true)`. Marks dirty + repaints. Runs on the Unity main thread. ## How to Call ```bash unity-mcp-cli run-tool terrain-place-trees --input '{ "gameObjectRef": "string_value", "prototypeIndex": 0, "count": 0, "minX": 0, "minZ": 0, "maxX": 0, "maxZ": 0, "positions": "string_value", "heightScale": 0, "widthScale": 0, "clearExisting": false }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool terrain-place-trees --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool terrain-place-trees --input-file - <<'EOF' > {"param": "value"} > EOF > ``` ### Troubleshooting 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. ## Input | Name | Type | Required | Description | |------|------|----------|-------------| | `gameObjectRef` | `any` | Yes | Reference to the GameObject containing the Terrain component. | | `prototypeIndex` | `integer` | No | Index of the tree prototype to place (must already be on the terrain). | | `count` | `integer` | No | Number of trees to scatter randomly when 'positions' is omitted. | | `minX` | `number` | No | Normalized [0,1] minimum X of the scatter sub-rectangle. | | `minZ` | `number` | No | Normalized [0,1] minimum Z of the scatter sub-rectangle. | | `maxX` | `number` | No | Normalized [0,1] maximum X of the scatter sub-rectangle. | | `maxZ` | `number` | No | Normalized [0,1] maximum Z of the scatter sub-rectangle. | | `positions` | `any` | No | Optional explicit normalized [0,1] XZ positions (Vector2: x->X, y->Z). | | `heightScale` | `number` | No | Per-instance height scale. | | `widthScale` | `number` | No | Per-instance width scale. | | `clearExisting` | `boolean` | No | If true, removes existing trees before placing. | ### Input JSON Schema ```json { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "prototypeIndex": { "type": "integer" }, "count": { "type": "integer" }, "minX": { "type": "number" }, "minZ": { "type": "number" }, "maxX": { "type": "number" }, "maxZ": { "type": "number" }, "positions": { "$ref": "#/$defs/UnityEngine.Vector2-1" }, "heightScale": { "type": "number" }, "widthScale": { "type": "number" }, "clearExisting": { "type": "boolean" } }, "$defs": { "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "System.Type": { "type": "string" }, "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "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": "Find GameObject in opened Prefab or in the active Scene." }, "UnityEngine.Vector2": { "type": "object", "properties": { "x": { "type": "number" }, "y": { "type": "number" } }, "required": [ "x", "y" ], "additionalProperties": false }, "UnityEngine.Vector2-1": { "type": "array", "items": { "$ref": "#/$defs/UnityEngine.Vector2" } } }, "required": [ "gameObjectRef" ] } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainPlaceTreesResponse" } }, "$defs": { "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$ref": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Find GameObject in opened Prefab or in the active Scene." }, "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "System.Type": { "type": "string" }, "AIGD.ComponentRef": { "type": "object", "properties": { "index": { "type": "integer", "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1." }, "typeName": { "type": "string", "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null." }, "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'." } }, "required": [ "index", "instanceID" ], "description": "Component reference. Used to find a Component at GameObject." }, "com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainPlaceTreesResponse": { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef", "description": "Reference to the Terrain GameObject." }, "terrainRef": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Reference to the Terrain component." }, "prototypeIndex": { "type": "integer", "description": "Index of the placed tree prototype." }, "treesAdded": { "type": "integer", "description": "Number of trees added by this call." }, "treeInstanceCount": { "type": "integer", "description": "Total tree instance count after the call." }, "success": { "type": "boolean", "description": "Whether the operation succeeded." } }, "required": [ "prototypeIndex", "treesAdded", "treeInstanceCount", "success" ] } }, "required": [ "result" ] } ```