--- name: unity-smart description: AI-powered scene queries, layout and auto-binding. AI --- > **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun. ## Triggers - Querying scene objects by condition or proximity - Auto-arranging objects - Auto-wiring references - 按条件或邻近关系查询场景对象、自动排布对象、自动连线引用 # Unity Smart Skills ## Operating Mode - **Approval**:本模块 Mixed —— 只读查询 skill `smart_scene_query` / `smart_scene_query_spatial`(标 `ReadOnly = true`, `Mode = SkillMode.SemiAuto`)可直接执行;其余布局/绑定/变换类 skill (`smart_scene_layout` / `smart_reference_bind` / `smart_align_to_ground` / `smart_distribute` / `smart_snap_to_grid` / `smart_randomize_transform` / `smart_select_by_component`) 为 `SkillMode.FullAuto`,需用户 grant 单次执行返结果。 - **Auto / Bypass**:直接执行。 - **含 NeverInSemi 高危 skill**:`smart_replace_objects`(Operation.Modify|Delete,会替换并删除原对象)。该 skill 在 Approval/Auto 下返 `MODE_FORBIDDEN`,仅 Bypass 或 Allowlist 命中可调。 **DO NOT** (common hallucinations): - `smart_create` / `smart_build` do not exist → smart skills are query/layout tools, not creation tools - `smart_search` / `smart_query` do not exist → use `smart_scene_query` (component property filters) or `smart_scene_query_spatial` (spatial region filters) - `smart_move` does not exist → use `smart_snap_to_grid` or `smart_align_to_ground` **Routing**: - For creating objects → use `gameobject` module - For simple object search → use `gameobject_find` or `scene_find_objects` - For complex scene queries (SQL-like) → `smart_scene_query` (this module) ## Skills ### smart_scene_query Find objects based on component property values (SQL-like). | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `componentName` | string | Yes | - | Component type (Light, Camera, MeshRenderer) | | `propertyName` | string | Yes | - | Property to query (intensity, enabled, etc.) | | `op` | string | No | "==" | ==, !=, >, <, >=, <=, contains | | `value` | string | No | null | Value to compare | | `limit` | int | No | 50 | Max results | | `query` | string | No | null | Unsupported shorthand; if provided alone returns a guidance error | Rejected with `SEMANTIC_INVALID` (and a closest-name suggestion for a misspelled member) instead of silently matching nothing: an unknown `propertyName`, an `op` outside the list, `>`/`<`/`>=`/`<=` on a non-numeric member or with a non-numeric `value`, and anything but `==`/`!=` on a bool. **Example**: ```python # Find all lights with intensity > 2 call_skill("smart_scene_query", componentName="Light", propertyName="intensity", op=">", value="2") ``` --- ### smart_scene_layout Organize selected objects into a layout. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `layoutType` | string | No | "Linear" | Linear, Grid, Circle, Arc | | `axis` | string | No | "X" | X, Y, Z, -X, -Y, -Z | | `spacing` | float | No | 2.0 | Space between items (or radius) | | `columns` | int | No | 3 | For Grid layout | | `arcAngle` | float | No | 180 | For Arc layout (degrees) | | `lookAtCenter` | bool | No | false | Rotate to face center | **Example**: ```python # Arrange selected objects in a circle call_skill("smart_scene_layout", layoutType="Circle", spacing=5) ``` --- ### smart_reference_bind Auto-fill a List/Array field with matching objects. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `targetName` | string | Yes | - | Target GameObject | | `componentName` | string | No | - | Component on target | | `fieldName` | string | Yes | - | Field to fill | | `sourceTag` | string | No | null | Find by tag | | `sourceName` | string | No | null | Find by name contains | | `appendMode` | bool | No | false | Append instead of replace | **Example**: ```python # Fill GameManager.spawns with all SpawnPoint tagged objects call_skill("smart_reference_bind", targetName="GameManager", componentName="GameController", fieldName="spawns", sourceTag="SpawnPoint") ``` --- ### `smart_scene_query_spatial` Find objects within a sphere/box region, optionally filtered by component. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `x` | float | Yes | - | Center X coordinate | | `y` | float | Yes | - | Center Y coordinate | | `z` | float | Yes | - | Center Z coordinate | | `radius` | float | No | 10 | Search sphere radius | | `componentFilter` | string | No | null | Only include objects with this component | | `limit` | int | No | 50 | Max results | **Returns:** `{ success, count, center, radius, results }` --- ### `smart_align_to_ground` Raycast selected objects downward to align them to the ground. Requires objects selected in Hierarchy first. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `maxDistance` | float | No | 100 | Maximum raycast distance | | `alignRotation` | bool | No | false | Align rotation to surface normal | **Returns:** `{ success, aligned, total }` --- ### `smart_distribute` Evenly distribute selected objects between first and last positions. Requires at least 3 objects selected in Hierarchy first. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `axis` | string | No | "X" | X, Y, Z, -X, -Y, -Z | **Returns:** `{ success, distributed, axis }` --- ### `smart_snap_to_grid` Snap selected objects to a grid. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `gridSize` | float | No | 1 | Grid cell size | **Returns:** `{ success, snapped, gridSize }` --- ### `smart_randomize_transform` Randomize position/rotation/scale of selected objects within ranges. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `posRange` | float | No | 0 | Position randomization range | | `rotRange` | float | No | 0 | Rotation randomization range (degrees) | | `scaleMin` | float | No | 1 | Minimum uniform scale | | `scaleMax` | float | No | 1 | Maximum uniform scale | **Returns:** `{ success, randomized }` --- ### `smart_replace_objects` Replace selected objects with a prefab (preserving transforms). Requires objects selected in Hierarchy first. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `prefabPath` | string | Yes | - | Asset path to the replacement prefab | **Returns:** `{ success, replaced, prefab }` --- ### `smart_select_by_component` Select all objects that have a specific component. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `componentName` | string | No | - | Component type name to search for (`componentType` is an alias used when `componentName` is omitted) | **Returns:** `{ success, selected, component }` --- ## Exact Signatures Exact names, parameters, defaults, and returns are defined by `GET /skills/schema` or `unity_skills.get_skill_schema()`, not by this file.