--- name: script-execute description: "Compiles and runs C# in the Unity Editor (Roslyn): plain statements with the last expression as the result, or a full class with a static method. See the skill body for the modes, usings/include and Unity object parameters." metadata: generated-by: mcp-plugin-dotnet --- # Script / Execute ## Modes - **Snippet** (default): plain statements. The last expression is the result (`GameObject.Find("Player").name`). Own `using` lines, local classes and functions are allowed; `await` works. Usings for System, LINQ, UnityEngine, UnityEditor and AIGD are already there; an unknown type name is imported automatically when exactly one namespace has it. - **Full code**: when `csharpCode` declares class `className` with a static method `methodName`, that method runs. - `isMethodBody=true` forces snippet mode. Compile errors point at your own lines (`snippet.cs(2,5)`). ## usings / include - `usings`: extra namespaces, e.g. `["MyGame.Gameplay"]`. - `include`: helper `.cs` files or folders (recursive), relative to `/.ai-game-dev/snippets`, compiled with the snippet. ## Passing Unity objects as parameters Parameters become the snippet's variables (or the method's arguments, in order): - `UnityEngine.GameObject` — resolves an actual GameObject from value `{"instanceID": N}`, `{"name": "..."}`, or `{"path": "..."}`. - `UnityEngine.Component` (or any component subtype) — resolves from `{"instanceID": N}`. - `AIGD.GameObjectRef` — passes a `GameObjectRef` POCO directly; call `goRef.FindGameObject()` to resolve it. - `AIGD.ComponentRef` — passes a `ComponentRef` POCO. - `AIGD.ObjectRef` — passes a base `ObjectRef` POCO. ## How to Call ```bash unity-mcp-cli run-tool script-execute --input '{ "csharpCode": "string_value", "className": "string_value", "methodName": "string_value", "parameters": "string_value", "isMethodBody": false, "usings": [], "include": [] }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool script-execute --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool script-execute --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 | |------|------|----------|-------------| | `csharpCode` | `string` | Yes | C# code. Snippet: 'var go = GameObject.Find("Player");\ngo.transform.position'. Full: 'public class Script { public static int Main() { return 42; } }'. | | `className` | `string` | No | Full mode: the class whose static method runs (namespace-qualified or not). | | `methodName` | `string` | No | Full mode: the static method to run. | | `parameters` | `string` | No | Values for the snippet's / method's parameters by name, e.g. {go: ref("GameObject#12"), n: 6}. Leave empty if there are none. RQL: SerializedMemberList | | `isMethodBody` | `boolean` | No | Force snippet mode even when the code declares 'className'. | | `usings` | `array` | No | Extra namespaces for snippet mode, e.g. ["MyGame.Gameplay"]. | | `include` | `array` | No | Helper .cs files or folders (recursive) compiled with the code, relative to /.ai-game-dev/snippets. | ### Input JSON Schema ```json { "type": "object", "properties": { "csharpCode": { "type": "string" }, "className": { "type": "string" }, "methodName": { "type": "string" }, "parameters": { "type": "string" }, "isMethodBody": { "type": "boolean" }, "usings": { "type": "array", "items": { "type": "string" } }, "include": { "type": "array", "items": { "type": "string" } } }, "required": [ "csharpCode" ] } ``` ## Output This tool does not return structured output.