editor-selection-get

Retrieve Unity Editor selection details including GameObjects, transforms, and instance IDs.

Updated Feb 4, 2024
One-click install
npx skills add https://github.com/sprillion/gem_td --skill editor-selection-get-sprillion
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: editor-selection-get
Source: https://github.com/sprillion/gem_td/tree/main/SKILLS/editor-selection-get
Command: npx skills add https://github.com/sprillion/gem_td --skill editor-selection-get-sprillion

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Developers and tools engineers often need to programmatically query what the Unity Editor currently has selected to drive automated workflows, previews, or edits without manual inspection.

Core Features & Use Cases

  • Retrieve details about the selected GameObject(s), including their hierarchy path, transforms, and active state.
  • Access auxiliary data such as the active object, instance IDs, asset GUIDs, and transform data to feed into other tools or scripts.
  • Use in scenarios like debugging editor interactions, exporting selection metadata, or chaining tools that act on the current selection.

Quick Start

Fetch the current Unity Editor selection data.

Frequently Asked Questions about editor-selection-get

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I get the current Unity Editor selection details programmatically?

To get Unity Editor selection details, you can retrieve selected GameObject references, transforms, hierarchy paths, instance IDs, and active state data across scenes and prefabs for scripting and automation workflows.

What Unity selection metadata can I access for debugging editor interactions?

Unity selection metadata includes GameObject references, transforms, instance IDs, asset GUIDs, hierarchy paths, active state, and active object data to feed into debugging tools or export scripts.

Can I query selected GameObjects in Unity across both active scenes and prefabs?

Yes, you can query selected GameObjects across both active scenes and prefabs to retrieve transform data and active object information for driving automated workflows and edits.

What's the best way to automate Unity workflows based on the current editor selection?

The best way to automate Unity workflows based on editor selection is to retrieve selection metadata like GameObject references and instance IDs, then chain tools that act on that current selection.

Does this Unity selection tool expose asset GUIDs and instance IDs for selected objects?

Yes, the Unity selection tool exposes auxiliary data such as asset GUIDs, instance IDs, and transform data from selected GameObjects for consumption by other scripts and tools.