249 lines
7.5 KiB
Markdown
249 lines
7.5 KiB
Markdown
---
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name: terrain-set-neighbors
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description: Set the neighboring `Terrain`s of a center `Terrain` (left / top / right / bottom) so Unity blends seams and LOD across tiles. Omitted neighbors are treated as null.
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metadata:
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generated-by: mcp-plugin-dotnet
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---
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# Terrain / Set Neighbors
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Wire up the neighbor terrains of a center `Terrain` via `Terrain.SetNeighbors`.
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## Inputs
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- `gameObjectRef` — the center Terrain GameObject (required).
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- `leftRef` / `topRef` / `rightRef` / `bottomRef` — optional GameObjects hosting the neighboring `Terrain`s. Any omitted side is set to null.
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## Behavior
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Resolves each provided neighbor GameObject to its `Terrain` component, calls `center.SetNeighbors(left, top, right, bottom)`, and triggers `Terrain.Flush()`. Marks the scene dirty and repaints. Runs on the Unity main thread.
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## How to Call
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```bash
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unity-mcp-cli run-tool terrain-set-neighbors --input '{
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"gameObjectRef": "string_value",
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"leftRef": "string_value",
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"topRef": "string_value",
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"rightRef": "string_value",
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"bottomRef": "string_value"
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}'
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```
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> For complex input (multi-line strings, code), save the JSON to a file and use:
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> ```bash
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> unity-mcp-cli run-tool terrain-set-neighbors --input-file args.json
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> ```
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>
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> Or pipe via stdin (recommended):
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> ```bash
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> unity-mcp-cli run-tool terrain-set-neighbors --input-file - <<'EOF'
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> {"param": "value"}
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> EOF
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> ```
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### Troubleshooting
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If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead.
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Read the /unity-initial-setup skill for detailed installation instructions.
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## Input
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| Name | Type | Required | Description |
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|------|------|----------|-------------|
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| `gameObjectRef` | `any` | Yes | Reference to the center Terrain GameObject. |
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| `leftRef` | `any` | No | Optional GameObject hosting the left neighbor Terrain. |
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| `topRef` | `any` | No | Optional GameObject hosting the top neighbor Terrain. |
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| `rightRef` | `any` | No | Optional GameObject hosting the right neighbor Terrain. |
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| `bottomRef` | `any` | No | Optional GameObject hosting the bottom neighbor Terrain. |
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### Input JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"gameObjectRef": {
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"$ref": "#/$defs/AIGD.GameObjectRef"
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},
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"leftRef": {
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"$ref": "#/$defs/AIGD.GameObjectRef"
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},
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"topRef": {
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"$ref": "#/$defs/AIGD.GameObjectRef"
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},
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"rightRef": {
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"$ref": "#/$defs/AIGD.GameObjectRef"
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},
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"bottomRef": {
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"$ref": "#/$defs/AIGD.GameObjectRef"
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}
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},
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"$defs": {
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"UnityEngine.EntityId": {
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"type": "string",
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"pattern": "^[0-9]+$"
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},
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"System.Type": {
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"type": "string"
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},
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"AIGD.GameObjectRef": {
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"type": "object",
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"properties": {
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"instanceID": {
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"$ref": "#/$defs/UnityEngine.EntityId",
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"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)"
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},
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"path": {
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"type": "string",
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"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
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},
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"name": {
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"type": "string",
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"description": "Name of a GameObject in hierarchy. Priority: 3."
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},
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"assetType": {
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"$ref": "#/$defs/System.Type",
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"description": "Type of the asset."
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},
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"assetPath": {
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"type": "string",
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"description": "Path to the asset within the project. Starts with 'Assets/'"
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},
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"assetGuid": {
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"type": "string",
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"description": "Unique identifier for the asset."
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}
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},
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"required": [
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"instanceID"
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],
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"description": "Find GameObject in opened Prefab or in the active Scene."
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}
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},
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"required": [
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"gameObjectRef"
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]
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}
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```
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## Output
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### Output JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"result": {
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"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainSetNeighborsResponse"
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}
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},
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"$defs": {
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"AIGD.GameObjectRef": {
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"type": "object",
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"properties": {
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"instanceID": {
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"$ref": "#/$defs/UnityEngine.EntityId",
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"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
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},
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"path": {
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"type": "string",
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"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
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},
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"name": {
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"type": "string",
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"description": "Name of a GameObject in hierarchy. Priority: 3."
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},
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"assetType": {
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"$ref": "#/$defs/System.Type",
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"description": "Type of the asset."
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},
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"assetPath": {
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"type": "string",
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"description": "Path to the asset within the project. Starts with 'Assets/'"
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},
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"assetGuid": {
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"type": "string",
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"description": "Unique identifier for the asset."
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}
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},
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"required": [
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"instanceID"
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],
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"description": "Find GameObject in opened Prefab or in the active Scene."
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},
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"UnityEngine.EntityId": {
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"type": "string",
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"pattern": "^[0-9]+$"
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},
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"System.Type": {
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"type": "string"
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},
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"AIGD.ComponentRef": {
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"type": "object",
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"properties": {
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"index": {
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"type": "integer",
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"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."
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},
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"typeName": {
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"type": "string",
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"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."
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},
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"instanceID": {
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"$ref": "#/$defs/UnityEngine.EntityId",
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"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
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}
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},
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"required": [
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"index",
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"instanceID"
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],
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"description": "Component reference. Used to find a Component at GameObject."
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},
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"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainSetNeighborsResponse": {
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"type": "object",
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"properties": {
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"gameObjectRef": {
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"$ref": "#/$defs/AIGD.GameObjectRef",
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"description": "Reference to the center Terrain GameObject."
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},
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"terrainRef": {
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"$ref": "#/$defs/AIGD.ComponentRef",
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"description": "Reference to the center Terrain component."
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},
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"left": {
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"type": "string",
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"description": "Name of the left neighbor, or null."
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},
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"top": {
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"type": "string",
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"description": "Name of the top neighbor, or null."
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},
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"right": {
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"type": "string",
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"description": "Name of the right neighbor, or null."
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},
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"bottom": {
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"type": "string",
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"description": "Name of the bottom neighbor, or null."
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},
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"success": {
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"type": "boolean",
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"description": "Whether the operation succeeded."
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}
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},
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"required": [
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"success"
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]
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}
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},
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"required": [
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"result"
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]
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}
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```
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