scene-unload

Unload Unity Editor scenes asynchronously by name via SceneManager.UnloadSceneAsync.

Updated May 3, 2026
One-click install
npx skills add https://github.com/RakameNouya/MR-Bab_10_and_Kel_3 --skill scene-unload-rakamenouya
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: scene-unload
Source: https://github.com/RakameNouya/MR-Bab_10_and_Kel_3/tree/main/.gemini/skills/scene-unload
Command: npx skills add https://github.com/RakameNouya/MR-Bab_10_and_Kel_3 --skill scene-unload-rakamenouya

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill provides the ability to unload an opened scene from the Unity Editor asynchronously, improving performance and freeing up resources.

Core Features & Use Cases

  • Asynchronous Scene Unloading: Unload scenes in the background without interrupting the main workflow.
  • Scene Name Matching: Ensures the specified scene name matches an opened scene before proceeding.
  • Asset Reference: Provides a reference to the unloaded scene asset if it was backed by an asset on disk.

Quick Start

To unload a scene named 'MyScene', use the 'scene-unload' tool with the command 'unity-mcp-cli run-tool scene-unload --input '{ "name": "MyScene" }'

Frequently Asked Questions about scene-unload

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

FAQPage Schema
How do I unload a scene asynchronously in Unity to improve game performance?

To unload a Unity scene asynchronously, you can use the scene-unload tool which calls SceneManager.UnloadSceneAsync to free up resources in the background without interrupting the main workflow.

What is the best way to free up memory by unloading an opened Unity Editor scene?

Unloading an opened Unity Editor scene asynchronously is the best way to free up memory. This process matches the target scene by name and returns the scene name and asset reference if applicable.

Can I identify a scene by name when unloading it asynchronously in Unity?

Yes, asynchronous scene unloading in Unity identifies the target scene by name. The system ensures the specified scene name matches an opened scene before proceeding with the unloading operation.

Does asynchronous scene unloading return the asset reference for the unloaded Unity scene?

Asynchronous scene unloading does return the scene name and provides a reference to the unloaded scene asset, but only if that scene was originally backed by an asset on disk.

When do I need asynchronous scene management for Unity game development?

You need asynchronous scene management in Unity game development when unloading opened scenes to optimize performance and free up resources without causing interruptions in the main application workflow.

What are the limitations of using SceneManager.UnloadSceneAsync for Unity scene management?

A limitation of using SceneManager.UnloadSceneAsync is that it requires the specified scene name to exactly match an opened scene, and it only provides an asset reference if the scene was backed by an asset on disk.