Kursach_StealthAction/.agent/skills/tilemap-box-fill/SKILL.md

8.0 KiB

name description metadata
tilemap-box-fill Fill a rectangular region of a Tilemap with a single TileBase asset using Tilemap.BoxFill. The region is defined by an inclusive min and max cell coordinate.
generated-by
mcp-plugin-dotnet

Tilemap / Box Fill

Fill a rectangular block of cells of a Tilemap with one tile via Tilemap.BoxFill.

Inputs

  • gameObjectRef — the GameObject hosting the Tilemap (required).
  • minX, minY — inclusive minimum cell coordinate.
  • maxX, maxY — inclusive maximum cell coordinate.
  • z — cell Z coordinate (default 0).
  • tileAssetPath — Assets/-rooted path to the TileBase asset to fill with (required).

Behavior

Loads the tile, calls Tilemap.BoxFill(start, tile, minX, minY, maxX, maxY), marks the scene dirty, and repaints. Returns the filled cell count. Runs on the Unity main thread.

How to Call

unity-mcp-cli run-tool tilemap-box-fill --input '{
  "gameObjectRef": "string_value",
  "tileAssetPath": "string_value",
  "minX": 0,
  "minY": 0,
  "maxX": 0,
  "maxY": 0,
  "z": 0
}'

For complex input (multi-line strings, code), save the JSON to a file and use:

unity-mcp-cli run-tool tilemap-box-fill --input-file args.json

Or pipe via stdin (recommended):

unity-mcp-cli run-tool tilemap-box-fill --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.
tileAssetPath string Yes Assets/-rooted path to the TileBase asset to fill the region with.
minX integer Yes Inclusive minimum cell X coordinate.
minY integer Yes Inclusive minimum cell Y coordinate.
maxX integer Yes Inclusive maximum cell X coordinate.
maxY integer Yes Inclusive maximum cell Y coordinate.
z integer No Cell Z coordinate (default 0).

Input JSON Schema

{
  "type": "object",
  "properties": {
    "gameObjectRef": {
      "$ref": "#/$defs/AIGD.GameObjectRef"
    },
    "tileAssetPath": {
      "type": "string"
    },
    "minX": {
      "type": "integer"
    },
    "minY": {
      "type": "integer"
    },
    "maxX": {
      "type": "integer"
    },
    "maxY": {
      "type": "integer"
    },
    "z": {
      "type": "integer"
    }
  },
  "$defs": {
    "UnityEngine.EntityId": {
      "type": "string",
      "pattern": "^[0-9]+$"
    },
    "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",
    "tileAssetPath",
    "minX",
    "minY",
    "maxX",
    "maxY"
  ]
}

Output

Output JSON Schema

{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-BoxFillResponse"
    }
  },
  "$defs": {
    "AIGD.GameObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "$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_Tilemap-BoxFillResponse": {
      "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."
        },
        "minX": {
          "type": "integer",
          "description": "Resolved minimum X."
        },
        "minY": {
          "type": "integer",
          "description": "Resolved minimum Y."
        },
        "maxX": {
          "type": "integer",
          "description": "Resolved maximum X."
        },
        "maxY": {
          "type": "integer",
          "description": "Resolved maximum Y."
        },
        "cellZ": {
          "type": "integer",
          "description": "Cell Z coordinate."
        },
        "filledCount": {
          "type": "integer",
          "description": "Number of cells filled."
        },
        "tileAssetPath": {
          "type": "string",
          "description": "Path of the tile asset used."
        },
        "success": {
          "type": "boolean",
          "description": "Whether the operation succeeded."
        }
      },
      "required": [
        "minX",
        "minY",
        "maxX",
        "maxY",
        "cellZ",
        "filledCount",
        "success"
      ]
    }
  },
  "required": [
    "result"
  ]
}