Get Hierarchy
get_hierarchyRetrieve the Unity scene hierarchy as a text tree, with filtering, compression, and summary options to focus on relevant objects and manage token usage.
Instructions
Scene hierarchy as text tree. For finding specific object by name/type use search_scene. Max 3000 nodes. Use filter/depth to narrow. Set components=true to see component types. Set compress=true to group repeated slots/points/meshes. Set summary=true for compact root-only counts (60-100 tokens). Set incremental=true to get NO_CHANGE if scene unchanged since last call. full=True: bypass distillation. scene: filter to a single scene by name (multi-scene only).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| full | No | Bypass distillation — return raw response | |
| root | No | Scene path to scope the hierarchy (omit = whole scene) | |
| depth | No | Traversal depth (default 2; increase for deeper trees) | |
| scene | No | Filter to a single scene by name (multi-scene only) | |
| filter | No | Substring filter on GameObject name | |
| summary | No | Return compact root-only counts (~60-100 tokens) instead of the full tree | |
| compress | No | Group repeated slot/point/mesh siblings to save tokens on dense scenes | |
| components | No | Show component types next to each object (increases token cost) | |
| incremental | No | Return NO_CHANGE if scene is unchanged since last call (saves tokens) |