Kursach_StealthAction/.opencode/skills/rql-mutate/SKILL.md

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---
name: rql-mutate
description: "Change the live Unity scene with RQL set/call: bulk edits in one all-or-nothing, undoable call, saved to disk; dry_run previews."
metadata:
generated-by: mcp-plugin-dotnet
---
# RQL / Mutate
Change the live Unity Editor scene with an RQL query whose last stage is set or call. All-or-nothing: every target and value is checked before anything is written; a failure changes nothing. Undoable in the Editor (Ctrl+Z). Changed assets, scenes and the open prefab are saved to disk automatically; an untitled scene needs SaveAs(path). dry_run=true returns the receipt ($ref, member, old, new) without changing anything. Do exactly the change requested; a read-only member fails with readonly-member instead of being approximated.
set path = expr, ... assign members (paths may go through structs: set transform.position.y = transform.position.y + 1)
call Method(args) invoke a method the tools expose
Examples:
objects | where name == "Player" | set transform.position = "(0, 1, 0)"
objects | get components | where $ is Light | set intensity = intensity * 2, color = "#ffcc88"
objects | where tag == "Enemy" | set active = false
unity.asset("Assets/Mats/Red.mat") | set properties["_Color"] = "(1, 0, 0, 1)"
objects | where name == "Spawner" | set targets = append(targets, ref("GameObject#1234"))
Create / add / remove (call; the receipt's result column holds the new object's $ref for follow-up queries):
editor | call CreateGameObject("Props") new root GameObject
editor | call CreateGameObject("Crate", ref("GameObject#1234"), "Cube") child of a parent, optional primitive
objects | where name == "Crate" | call AddComponent("Rigidbody") add a component by type name
objects | where name == "Old" | call Destroy() remove a GameObject (components: get components | where $ is X | call Destroy())
objects | where name == "Lamp" | set transform.parent = ref("GameObject#1234") reparent (keeps the world position)
objects | where name == "Crate" | call Duplicate() copy next to it (returns the copy)
Scenes, prefabs, assets, Editor state:
editor | call OpenScene("Assets/Scenes/Level.unity") editor | call NewScene("Assets/Scenes/New.unity")
scenes | where path == "" | call SaveAs("Assets/Scenes/New.unity") scenes | where name == "Level" | call SetActive()
editor | call InstantiatePrefab("Assets/Prefabs/Enemy.prefab", ref("GameObject#1234"), "(0, 0, 5)")
objects | where name == "Crate" | call SaveAsPrefab("Assets/Prefabs/Crate.prefab")
editor | call OpenPrefab("Assets/Prefabs/Enemy.prefab") then prefab | recurse children | … then editor | call ClosePrefab()
editor | call CreateMaterial("Assets/Mats/Glow.mat") editor | call MoveAsset("Assets/A.mat", "Assets/Mats/A.mat")
editor | set selection = [ref("GameObject#1234")] editor | set isPlaying = true
profiler | call Start() profiler | call Save("Logs/profile.json") (read: profiler | select memory frame)
Object literals build values: set settings = {speed: 2, "$type": "FastSettings"}. At most 20 targets per call.
Query part: the RQL of rql-query (full guide and the sources in its description); unity.assets("t:Material"), unity.asset(path), unity.find("Name"), ref("Light#1234"). Stages: where, select, sort, first N, get <path>, recurse children. Operators: == != < > and or not, contains, starts-with, $ is Light. Paths a.b.c, list[0], map["key"]. Vectors/colors as "(1, 2, 3)" or "#ff8800"; enums as strings.
## How to Call
```bash
unity-mcp-cli run-tool rql-mutate --input '{
"query": "string_value",
"dry_run": false
}'
```
> For complex input (multi-line strings, code), save the JSON to a file and use:
> ```bash
> unity-mcp-cli run-tool rql-mutate --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> unity-mcp-cli run-tool rql-mutate --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 |
|------|------|----------|-------------|
| `query` | `string` | Yes | RQL query ending with a set or call stage, e.g. objects | where name == "Player" | set active = false |
| `dry_run` | `boolean` | No | true = preview the receipt without changing anything |
### Input JSON Schema
```json
{
"type": "object",
"properties": {
"query": {
"type": "string"
},
"dry_run": {
"type": "boolean"
}
},
"required": [
"query"
]
}
```
## Output
This tool does not return structured output.