--- name: terrain-list description: List every `Terrain` in the active scene with its name, world size, heightmap resolution, and TerrainLayer count. Read-only. metadata: generated-by: mcp-plugin-dotnet --- # Terrain / List Terrains List every `Terrain` in the active scene. ## Inputs - `includeInactive` (bool, default true) — include Terrains on inactive/disabled GameObjects. ## Behavior Finds all `Terrain` instances, and for each returns the GameObject reference, the name, the `TerrainData.size`, the heightmap resolution, and the number of TerrainLayers. Read-only. The whole call runs on the Unity main thread. ## How to Call ```bash unity-mcp-cli run-tool terrain-list --input '{ "includeInactive": false }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool terrain-list --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool terrain-list --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 | |------|------|----------|-------------| | `includeInactive` | `boolean` | No | If true (default), include Terrains on inactive/disabled GameObjects; if false, only active ones. | ### Input JSON Schema ```json { "type": "object", "properties": { "includeInactive": { "type": "boolean" } } } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainListResponse" } }, "$defs": { "com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainListItem-1": { "type": "array", "items": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainListItem" } }, "com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainListItem": { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef", "description": "Reference to the Terrain GameObject." }, "terrainRef": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Reference to the Terrain component." }, "name": { "type": "string", "description": "Name of the terrain GameObject." }, "size": { "$ref": "#/$defs/UnityEngine.Vector3", "description": "Terrain size (X=width, Y=height, Z=length)." }, "heightmapResolution": { "type": "integer", "description": "Heightmap resolution." }, "layerCount": { "type": "integer", "description": "Number of TerrainLayers assigned." } }, "required": [ "size", "heightmapResolution", "layerCount" ] }, "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$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." }, "UnityEngine.Vector3": { "type": "object", "properties": { "x": { "type": "number" }, "y": { "type": "number" }, "z": { "type": "number" } }, "required": [ "x", "y", "z" ], "additionalProperties": false }, "com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainListResponse": { "type": "object", "properties": { "count": { "type": "integer", "description": "Number of Terrains found." }, "terrains": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainListItem-1", "description": "The Terrains in the active scene." } }, "required": [ "count" ] } }, "required": [ "result" ] } ```