UnityLaparoscopicSceneSimul.../.claude/commands/unity-mcp-orchestrator.md
Artur Mukhamadiev c51e6d1369 feat(models) added models/textures and Agents related stuff
:Release Notes:
- Agents files for opencode and claude
- Skills for opencode and claude
- 3d models with medical organs
- Some textures

:Detailed Notes:
-

:Testing Performed:
-

:QA Notes:
- Looks like shit :)

:Issues Addressed:
TG-1
2026-06-22 16:57:48 +03:00

4.1 KiB

Unity MCP Orchestrator (project-scoped)

Entry point for any work that drives the Unity Editor through MCP. Encodes project facts so agents do not have to rediscover them each turn.

When to use

Load before any mcp__UnityMCP__* call, or when reasoning about whether a change is bounded or destructive.

Project facts (do not rediscover)

  • Unity version: 2022.3.25f1 (LTS).
  • Render pipeline: URP 14.0.11 (not HDRP). URP assets in Assets/Settings/URP-*.asset.
  • MCP bridge: com.coplaydev.unity-mcp. Tool prefix: mcp__UnityMCP__.
  • Active emulation scene: Assets/Scenes/LaparoscopicSurgeryEmulation.unity.
  • Authored root hierarchy (do not rename or move):
    • SurgeryBenchmark/Shared/AnatomySlot
    • SurgeryBenchmark/Shared/CavitySlot
    • SurgeryBenchmark/Shared/InstrumentSlot
    • SurgeryBenchmark/Scenarios/Scenario_01_CleanTissue (active by default)
    • SurgeryBenchmark/Scenarios/Scenario_02_WetSpecular (inactive)
    • SurgeryBenchmark/Scenarios/Scenario_03_LowTexture (inactive)
    • SurgeryBenchmark/Scenarios/Scenario_04_PartialOcclusion (inactive)
    • SurgeryBenchmark/Scenarios/Scenario_05_InstrumentOcclusion (inactive)
  • Preserved from MainScene: stereo rig, Blending, UI, WebRTC objects, RPC objects.
  • Off-limits scripts: Rotator.cs, BlendShaderController.cs, DepthGetter.cs, DepthRenderPassFeature.cs, DepthTester.cs, TexturesSettings.cs, WEBRTCSender.cs, CrpcApi.cs, MinimalRpcServer.cs, plus Assets/Scripts/UDP/, Assets/Scripts/VideoChat/, Assets/Scripts/Editor/.
  • Material inventory (Assets/Materials/LaparoscopicBenchmark/): CavityWall.mat, InstrumentProxy.mat, Tissue_Default.mat, Tissue_LowTexture.mat, Tissue_Wet.mat.
  • Texture inventory (Assets/Textures/LaparoscopicBenchmark/): TissueMucosa.png.
  • Model inventory (Assets/Models/): FabOrgans/stylizeddigestivesystem.fbx, organs/archive.fbx.
  • Render-pipeline assets (Assets/Settings/): URP-Balanced.asset, URP-HighFidelity.asset, URP-Performant.asset, SampleSceneProfile.asset (Volume profile), TexturesSettings.asset.
  • Shaders: Assets/Shaders/RenderDepth.shader, Assets/Shaders/BlendShader.compute — leave alone unless explicitly approved.

MCP tool discipline

  1. Inspect first. Before any mutation, run read-only tools:
    • mcp__UnityMCP__find_gameobjects to locate authored roots.
    • mcp__UnityMCP__manage_scene(action="get_hierarchy") to confirm the live scene.
    • mcp__UnityMCP__manage_graphics(action="pipeline_get_info") to confirm URP asset.
    • mcp__UnityMCP__read_console(types=["error","warning"]) for pre-existing errors.
  2. Propose a bounded change. One parent container, one material variant, one Volume override, one prefab edit, one script change. Anything more is not bounded.
  3. Execute, then verify. Re-read affected objects, read_console, screenshot.

Bounded vs destructive (cheat sheet)

Change class Examples Required step
Read-only find, get_hierarchy, get_material_info, screenshot None — just run
Bounded write rename one GameObject, set one material property, add one Volume override, toggle one scenario root State the change in one sentence, then run
Destructive delete objects/assets, replace URP asset, rename scenario roots, move stereo rig, edit off-limits scripts, modify Packages/manifest.json Stop. Ask for explicit approval.

Cross-tool composition patterns

  • Group read-only inspection with batch_execute.
  • Script edits: prefer script_apply_edits over apply_text_edits. Wait for is_compiling == false, then read_console.
  • Material edits: use set_material_shader_property (numeric/enum), set_material_color (colors), assign_material_to_renderer (binding).
  • Volume edits: volume_add_effect (if missing) then volume_set_effect.
  • Scene saves: only after a verified bounded change.

Handoff format

ROLE: <agent name>
OBSERVED: <what inspection found>
CHANGED: <exact objects/assets/settings modified>
NOT CHANGED: <intentionally left alone>
RISKS: <at least one item>
NEXT SAFE OPTIONS: <bounded suggestions>