get_scene_hierarchy
Gets the GameObject hierarchy of the active scene as indented text: scene name, path, root count, then one line per object with [inactive]/[prefab] markers and its component type names.
Category: Scene
Parameters
Section titled “Parameters”| Name | Type | Required | Default | Description |
|---|---|---|---|---|
include_inactive |
boolean | true |
Whether to include inactive GameObjects | |
max_depth |
integer | 0 |
Maximum depth to traverse (0 = unlimited) |
Example call
Section titled “Example call”The arguments below are the required ones; add the optional ones you need.
{ "name": "get_scene_hierarchy", "arguments": {}}In SuperSave mode
Section titled “In SuperSave mode”When Unity runs with NANORA_MCP_SUPERSAVE=1, call it through the execute meta tool: {"tool": "get_scene_hierarchy", "args": { … }}. See SuperSave mode.
Source
Section titled “Source”Generated from Assets/NanoraUnityMCP/Editor/Tools/GetSceneHierarchyTool.cs (version 1.2.1). The client receives the same schema from tools/list.