--- name: tilemap-clear description: "Clear tiles from a Tilemap: either every tile (ClearAllTiles) or a rectangular region (by erasing each cell in the inclusive min..max range). Destructive." metadata: generated-by: mcp-plugin-dotnet --- # Tilemap / Clear Tiles Erase tiles from a `Tilemap`. By default clears the whole map; pass a region to clear only a rectangular block. ## Inputs - `gameObjectRef` — the GameObject hosting the `Tilemap` (required). - `clearAll` (bool, default true) — when true, calls `Tilemap.ClearAllTiles()`; when false, erases the region defined by `minX/minY/maxX/maxY`. - `minX`, `minY`, `maxX`, `maxY`, `z` — the inclusive region (used only when `clearAll` is false). ## Behavior Either clears all tiles or sets each cell in the region to null, marks the scene dirty, and repaints. Runs on the Unity main thread. ## How to Call ```bash unity-mcp-cli run-tool tilemap-clear --input '{ "gameObjectRef": "string_value", "clearAll": false, "minX": 0, "minY": 0, "maxX": 0, "maxY": 0, "z": 0 }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool tilemap-clear --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool tilemap-clear --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 Tilemap component. | | `clearAll` | `boolean` | No | If true (default) clear the entire Tilemap; if false, clear the min..max region only. | | `minX` | `integer` | No | Inclusive minimum cell X (region mode). | | `minY` | `integer` | No | Inclusive minimum cell Y (region mode). | | `maxX` | `integer` | No | Inclusive maximum cell X (region mode). | | `maxY` | `integer` | No | Inclusive maximum cell Y (region mode). | | `z` | `integer` | No | Cell Z coordinate (region mode, default 0). | ### Input JSON Schema ```json { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "clearAll": { "type": "boolean" }, "minX": { "type": "integer" }, "minY": { "type": "integer" }, "maxX": { "type": "integer" }, "maxY": { "type": "integer" }, "z": { "type": "integer" } }, "$defs": { "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "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." } }, "required": [ "gameObjectRef" ] } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-ClearResponse" } }, "$defs": { "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$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_Tilemap-ClearResponse": { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef", "description": "Reference to the Tilemap GameObject." }, "tilemapRef": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Reference to the Tilemap component." }, "clearedAll": { "type": "boolean", "description": "True when the whole map was cleared." }, "clearedCount": { "type": "integer", "description": "Number of cells cleared in region mode; -1 when clearedAll." }, "success": { "type": "boolean", "description": "Whether the operation succeeded." } }, "required": [ "clearedAll", "clearedCount", "success" ] } }, "required": [ "result" ] } ```