7.6 KiB
7.6 KiB
| name | description | metadata | ||
|---|---|---|---|---|
| terrain-add-layer | Add a `TerrainLayer` to a `Terrain`. Provide either the asset path of an existing `.terrainlayer` asset, or a texture asset path to build a new TerrainLayer from. Returns the index of the added layer. |
|
Terrain / Add Layer
Append a TerrainLayer to a Terrain's TerrainData.terrainLayers.
Inputs
gameObjectRef— the GameObject hosting theTerrain(required).terrainLayerAssetPath— optional project path to an existing.terrainlayerasset to add.diffuseTextureAssetPath— optional project path to aTexture2D. WhenterrainLayerAssetPathis omitted, a newTerrainLayeris created in-memory with this diffuse texture and added.tileSizeX/tileSizeY— tile size (world units) for a newly-created layer (default 15,15).
Behavior
Loads or creates the TerrainLayer, appends it to TerrainData.terrainLayers, marks the asset + scene dirty, repaints, and returns the new layer index. Runs on the Unity main thread.
How to Call
unity-mcp-cli run-tool terrain-add-layer --input '{
"gameObjectRef": "string_value",
"terrainLayerAssetPath": "string_value",
"diffuseTextureAssetPath": "string_value",
"tileSizeX": 0,
"tileSizeY": 0
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool terrain-add-layer --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool terrain-add-layer --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. |
terrainLayerAssetPath |
string |
No | Optional project path to an existing .terrainlayer asset to add. |
diffuseTextureAssetPath |
string |
No | Optional project path to a Texture2D used to build a new TerrainLayer (when no asset path is given). |
tileSizeX |
number |
No | Tile size X (world units) for a newly-created layer. |
tileSizeY |
number |
No | Tile size Y (world units) for a newly-created layer. |
Input JSON Schema
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"terrainLayerAssetPath": {
"type": "string"
},
"diffuseTextureAssetPath": {
"type": "string"
},
"tileSizeX": {
"type": "number"
},
"tileSizeY": {
"type": "number"
}
},
"$defs": {
"UnityEngine.EntityId": {
"type": "string",
"pattern": "^[0-9]+$"
},
"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."
}
},
"required": [
"gameObjectRef"
]
}
Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Terrain-TerrainAddLayerResponse"
}
},
"$defs": {
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"$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-TerrainAddLayerResponse": {
"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."
},
"layerIndex": {
"type": "integer",
"description": "Index of the added TerrainLayer."
},
"layerCount": {
"type": "integer",
"description": "Total number of TerrainLayers after the add."
},
"success": {
"type": "boolean",
"description": "Whether the operation succeeded."
}
},
"required": [
"layerIndex",
"layerCount",
"success"
]
}
},
"required": [
"result"
]
}