227 lines
6.1 KiB
Markdown
227 lines
6.1 KiB
Markdown
---
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name: tilemap-list
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description: List every Tilemap in the active scene with its name, painted-tile count, cell bounds, and orientation. Read-only.
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metadata:
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generated-by: mcp-plugin-dotnet
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---
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# Tilemap / List Tilemaps
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Enumerate all `Tilemap` components in the active scene.
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## Inputs
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- `includeInactive` (bool, default true) — include Tilemaps on inactive GameObjects.
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## Behavior
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Finds all `Tilemap` instances, reads each one's `GetUsedTilesCount`, `cellBounds`, and `orientation`, and returns them. Read-only. 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 tilemap-list --input '{
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"includeInactive": false
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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 tilemap-list --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 tilemap-list --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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| `includeInactive` | `boolean` | No | If true (default), include Tilemaps on inactive GameObjects. |
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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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"includeInactive": {
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"type": "boolean"
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}
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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_Tilemap-ListResponse"
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}
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},
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"$defs": {
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"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-ListItem-1": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-ListItem"
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}
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},
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"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-ListItem": {
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"type": "object",
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"properties": {
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"gameObjectRef": {
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"$ref": "#/$defs/AIGD.GameObjectRef",
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"description": "Reference to the Tilemap GameObject."
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},
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"tilemapRef": {
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"$ref": "#/$defs/AIGD.ComponentRef",
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"description": "Reference to the Tilemap component."
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},
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"name": {
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"type": "string",
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"description": "Name of the Tilemap GameObject."
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},
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"tileCount": {
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"type": "integer",
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"description": "Number of painted (used) tiles."
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},
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"boundsMin": {
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"$ref": "#/$defs/UnityEngine.Vector3Int",
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"description": "Inclusive minimum cell bound."
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},
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"boundsMax": {
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"$ref": "#/$defs/UnityEngine.Vector3Int",
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"description": "Exclusive maximum cell bound."
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},
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"orientation": {
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"type": "string",
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"description": "Layout orientation."
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}
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},
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"required": [
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"tileCount",
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"boundsMin",
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"boundsMax"
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]
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},
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"AIGD.GameObjectRef": {
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"type": "object",
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"properties": {
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"instanceID": {
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"$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": "#/$defs/System.Type",
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"description": "Type of the asset."
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},
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"assetPath": {
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"type": "string",
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"description": "Path to the asset within the project. Starts with 'Assets/'"
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},
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"assetGuid": {
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"type": "string",
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"description": "Unique identifier for the asset."
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}
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},
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"required": [
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"instanceID"
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],
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"description": "Find GameObject in opened Prefab or in the active Scene."
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},
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"UnityEngine.EntityId": {
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"type": "string",
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"pattern": "^[0-9]+$"
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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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"UnityEngine.Vector3Int": {
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"type": "object",
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"properties": {
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"x": {
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"type": "integer"
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},
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"y": {
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"type": "integer"
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},
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"z": {
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"type": "integer"
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}
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},
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"required": [
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"x",
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"y",
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"z"
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],
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"additionalProperties": false
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},
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"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-ListResponse": {
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"type": "object",
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"properties": {
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"count": {
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"type": "integer",
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"description": "Number of Tilemaps found."
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},
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"tilemaps": {
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"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-ListItem-1",
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"description": "The Tilemaps in the active scene."
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}
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},
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"required": [
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"count"
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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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