Kursach_StealthAction/.opencode/skills/terrain-place-trees/SKILL.md

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---
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"
]
}
```