Kursach_StealthAction/.opencode/skills/tilemap-set-orientation/SKILL.md

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Markdown

---
name: tilemap-set-orientation
description: Set the tile anchor (sub-cell pivot, default (0.5,0.5,0)) and/or the layout orientation (XY/XZ/YX/YZ/ZX/ZY/Custom) of a Tilemap.
metadata:
generated-by: mcp-plugin-dotnet
---
# Tilemap / Set Anchor + Orientation
Configure how a `Tilemap` positions and orients its tiles.
## Inputs
- `gameObjectRef` — the GameObject hosting the `Tilemap` (required).
- `anchor` — optional sub-cell anchor (tile pivot within a cell), default `(0.5,0.5,0)`.
- `orientation` — optional layout plane: `XY` (default 2D), `XZ`, `YX`, `YZ`, `ZX`, `ZY`, `Custom`.
## Behavior
Sets `Tilemap.tileAnchor` and/or `Tilemap.orientation`, marks the scene dirty, and repaints. Runs on the Unity main thread.
## How to Call
```bash
unity-mcp-cli run-tool tilemap-set-orientation --input '{
"gameObjectRef": "string_value",
"anchor": "string_value",
"orientation": "string_value"
}'
```
> For complex input (multi-line strings, code), save the JSON to a file and use:
> ```bash
> unity-mcp-cli run-tool tilemap-set-orientation --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> unity-mcp-cli run-tool tilemap-set-orientation --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. |
| `anchor` | `any` | No | Optional sub-cell tile anchor (default (0.5,0.5,0)). |
| `orientation` | `any` | No | Optional layout orientation plane. |
### Input JSON Schema
```json
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"anchor": {
"$ref": "#/$defs/UnityEngine.Vector3"
},
"orientation": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-TilemapOrientation"
}
},
"$defs": {
"UnityEngine.EntityId": {
"type": "string",
"pattern": "^[0-9]+$"
},
"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.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_Tilemap-TilemapOrientation": {
"type": "string",
"enum": [
"XY",
"XZ",
"YX",
"YZ",
"ZX",
"ZY",
"Custom"
]
}
},
"required": [
"gameObjectRef"
]
}
```
## Output
### Output JSON Schema
```json
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-SetOrientationResponse"
}
},
"$defs": {
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"$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."
},
"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_Tilemap-SetOrientationResponse": {
"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."
},
"tileAnchor": {
"$ref": "#/$defs/UnityEngine.Vector3",
"description": "Resulting tile anchor."
},
"orientation": {
"type": "string",
"description": "Resulting orientation."
},
"anchorApplied": {
"type": "boolean",
"description": "True when the anchor was changed."
},
"orientationApplied": {
"type": "boolean",
"description": "True when the orientation was changed."
},
"success": {
"type": "boolean",
"description": "Whether the operation succeeded."
}
},
"required": [
"tileAnchor",
"anchorApplied",
"orientationApplied",
"success"
]
}
},
"required": [
"result"
]
}
```