Kursach_StealthAction/.agent/skills/terrain-list/SKILL.md

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---
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"
]
}
```