Root tools
49 tools in this family (folder Editor/Tools/root/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.
| Tool | Effect | Description |
|---|---|---|
apply_color_palette_to_material | writes | Set a Material's color properties from a hex color array. Maps colors to: _BaseColor (slot 0), |
apply_prefab_overrides | writes | Apply ALL overrides on a prefab instance back to its source prefab asset. |
audit_dependency_graph | read-only | Build the asset dependency graph for a root asset (or all scenes if no root given). Returns |
auto_fix_console_errors | read-only | Returns the console errors from the most recent compile in a structured format ready for an |
bake_navmesh | writes | Synchronously bake the NavMesh for the active scene using the current NavMesh settings. |
benchmark_iteration_speed | read-only | Measure Editor responsiveness: simulated asset reimport time, scene save+reload time, and |
bug_triage_console | read-only | Cluster recent console errors by similarity (matching prefix + script/file path) and rank by |
build_player | destructive | Build the project for the specified target. Long-running (minutes for large projects). |
bulk_rename_assets | writes | Regex-rename a batch of assets. Each asset's filename (without extension) is matched against |
calculate_navmesh_path | read-only | Calculate a NavMesh path between two world-space points. Returns the corner waypoints and total leng… |
clear_navmesh | writes | Clear all baked NavMesh data from the active scene. |
compose_atlas_from_sprites | writes | Pack N sprites into a SpriteAtlas asset. Pass sprite/folder paths; the tool collects every sprite |
compose_release_notes_from_pr_diffs | read-only | Run 'gh pr list' for merged PRs in a date range, then 'gh pr view --json' per PR to extract |
configure_enter_play_mode_options | writes | Configure Unity's 'Enter Play Mode Options' (Edit > Project Settings > Editor). When enabled |
create_asset_folders | writes | Scaffold a typical Unity project folder structure. Creates folders that don't exist yet under |
enter_play_mode | writes | Transition Unity Editor into Play Mode. Triggers domain reload and assembly compile if scripts chang… |
exit_play_mode | writes | Exit Play Mode and return Unity Editor to Edit Mode. Discards any in-game state (this is Unity's nor… |
extract_palette_from_texture | read-only | Extract top N dominant colors from a Texture2D via simple uniform sampling + bucket clustering |
extract_strings_for_localization | read-only | Scan .cs source files for hardcoded string literals that look user-facing (length >= min_length, |
find_missing_references | read-only | Scan the active scene for missing script references and missing asset references. Returns the |
generate_test_from_play_session | writes | Convert a recorded PlayMode trace (output of record_play_mode_session) into an EditMode TestFixture |
get_build_settings | read-only | Return current Build Settings: enabled scenes list, active target, target group. |
get_play_mode_state | read-only | Returns the current Play Mode state: isPlaying, isPaused, isCompiling, isUpdating. |
is_compiling | read-only | Synchronous snapshot of editor state: is Unity compiling, importing assets, or in PlayMode? |
list_oauth_clients | read-only | List OAuth clients registered via Dynamic Client Registration (RFC 7591). |
list_owned_assets | destructive | Read the user's Unity Asset Store purchase history via reflection on Unity's INTERNAL API. |
migrate_to_urp | writes | Bulk-replace built-in pipeline shaders with URP equivalents on materials. Mapping: Standard / |
oauth_status | read-only | Report Buril's OAuth 2.1 + Dynamic Client Registration state: |
pause_play_mode | writes | Pause an active Play Mode session. No-op if not playing. Useful for inspecting state mid-game withou… |
post_build_smoke_test | destructive | Launch a built player executable, capture stdout/stderr for N seconds, kill process. |
pre_build_audit | read-only | Single-call pre-build sanity check. Aggregates: missing references in active scene, |
probe_asset_store_api | read-only | Reflection-discovery for Unity's INTERNAL Asset Store API. Returns the Type names + method |
record_play_mode_session | writes | Record transforms (pos/rot/scale/active) of tracked GameObjects during PlayMode at a sample |
replay_play_mode_session | writes | Replay a recorded PlayMode trace by interpolating transforms back onto tracked GameObjects. |
resume_play_mode | writes | Resume a paused Play Mode session. No-op if not playing or not paused. |
revert_prefab_overrides | writes | Revert ALL overrides on a prefab instance, restoring it to match its source prefab. |
revoke_oauth_client | destructive | Delete a registered OAuth client by its client_id. Removes the client |
run_perf_regression_test | read-only | Capture current profiler stats (frame time + GC alloc + draw calls) as a snapshot, optionally |
runtime_set_conditional_breakpoint | writes | Pause the Editor PlayMode when a numeric/bool serialized field on a component meets a condition. |
sample_navmesh_position | read-only | Find the nearest point on the baked NavMesh to a given world-space position, within max_distance. |
scene_diff | read-only | Semantic diff of two .unity scene files at the YAML level. Returns added / removed / modified |
set_build_scenes | writes | Replace the Build Settings scene list with the given paths (in order). All listed scenes are enabled… |
step_frame | writes | Advance Play Mode by exactly one frame while paused. Useful for frame-accurate debugging. |
summarize_asset_library | read-only | Structural summary of the project's assets for GDD ideation. Returns: type breakdown by Unity |
switch_build_target | writes | Switch the active Build Target. May trigger asset reimport for platform-specific assets — |
trace_method_calls | read-only | Best-effort method-trace via console-log scanning. True IL injection-based tracing requires |
unity_refresh | writes | Force Unity to resolve packages, import changed files and recompile NOW, without waiting for |
verify_build_size_budget | read-only | Check the project's content size against per-category budgets. Reports current MB per category |
wait_for_compile | read-only | Block until Unity finishes its current/next compilation, then return the resulting errors + warnings… |