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Prompting Tips for Unity Biome MCP

Get the best results when using Unity Biome MCP with AI assistants. These tips follow competitive best practices from CoderGamester and Memory MCP.

General Tips

Use batch for multiple operations When you need to perform 2+ actions, use batch instead of separate calls. Saves tokens and time.

await batch("""
create_object name=Player parent=Level1
create_object name=Enemy parent=Level1
set_property Player Transform position 0,1,0
""")

Use inspect instead of multiple get_component calls To read properties from N objects in one call, use inspect instead of N separate get_component calls.

# AVOID: 3 separate calls
await get_component("Player", "Health")
await get_component("Enemy1", "Health")
await get_component("Enemy2", "Health")

# GOOD: 1 call
await inspect(paths="Player,Enemy1,Enemy2", components="Health")

Always verify after mutations Every set_property, create_object, or component change should be verified with a read tool to confirm the change succeeded.

await set_property("Player", "Transform", "position", "0,1,0")
result = await get_component("Player", "Transform")  # Verify position is (0,1,0)

Use devil's advocate for multi-step plans Before running 3+ mutations, name the failure modes and which tool detects each one.

Plan: create object → add component → wire event
Fail 1: component type typo → get_compile_errors
Fail 2: event target path wrong → validate_references

Example Prompts by Category

Scene Setup

"Create a room with 4 walls, floor, ceiling, and a point light. Walls should have a brown material, floor should be gray, light should be at (5, 3, 0) with intensity 1.5"

Object Editing

"Find all objects tagged 'Enemy' and set their health to 100. Then verify by reading the Health component from each one"

Animation

"Add an idle-to-walk animator controller to the Player. The idle state should loop, walk state should be 1.5x speed"

Testing

"Run a playtest: teleport player to checkpoint, assert score > 0, check for console errors"

Diagnostics

"Check if there are any broken references in the scene. Use doctor first, then get_console to see what's broken"

Token-Saving Patterns

See Tool Decision Guide and Tool Decision Guide: inspect for core patterns like batch, inspect, and do.

Common Patterns

Creation with verification

await create_object(name="Player")
result = await get_hierarchy()  # Verify it's in the hierarchy

Bulk property editing

await batch("""
set_property Enemy1 Health health 50
set_property Enemy2 Health health 50
set_property Enemy3 Health health 50
""")
await inspect(paths="Enemy1,Enemy2,Enemy3", components="Health")  # Verify all changed

Component addition with error checking

await manage_component("Player", "Rigidbody", "add")
errors = await get_compile_errors()  # Ensure no broken refs

Search and modify

enemies = await search_scene(query="Enemy*")
# Then batch modify all found objects

Multi-view screenshot for verification

await screenshot(camera="multi_view")  # See scene from multiple angles at once

Key Takeaways

  • Use batch for 2+ operations
  • Use inspect instead of loops
  • Verify every mutation immediately
  • Use do when uncertain
  • Always check get_console after changes
  • Use doctor for diagnostics before digging deeper