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    Navigation & selection commands

    Commands to read and drive the Editor selection, and to run Unity Search queries. All commands are read-only or non-destructive and run on the main thread. They write one record per item to stdout (one JSON object per line) and their errors and warnings to stderr; an empty selection or a search with no hits writes nothing and exits Success.

    gameobject get_selection

    Read the current Editor selection as structured object identities.

    No parameters.

    Returns: one record per selected object: its AuthoringResult identity (globalId, assetPath, guid, fileId, instanceId, hierarchyPath, type) plus active (true for the selection's active object).

    gameobject set_selection

    Set the Editor selection to the given assets/scene objects.

    Parameter Required Default Description
    instance-ids no – Scene/loaded object instance IDs to select.
    paths no – Asset paths to select (e.g. Assets/Foo.prefab).

    Returns: the new selection, as gameobject get_selection writes it. No inputs clears the selection and writes nothing. Fails: NotFound when inputs were given and none resolved (the selection is unchanged). Inputs that don't resolve while others do are skipped with a warning on stderr.

    editor search

    Run a Unity Search query and return structured results.

    Parameter Required Default Description
    query yes – Unity Search query string, e.g. 't:Material', 'p: my asset', 'h: Main Camera'.
    limit no 50 Max results to return (capped 200).

    Returns: one record per hit: id, label, description, provider, path (the asset path, when the item is an asset). Fails: InvalidUsage for an empty query; Failed when Unity Search throws.

    See Creating commands and Connectivity.

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