Unload an opened scene from the Unity Editor (asynchronously via `SceneManager.UnloadSceneAsync`). Use 'scene-list-opened' to find the scene name first.
Scanned 9/4/2026
Install to Claude Code
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---
name: scene-unload
description: Unload an opened scene from the Unity Editor (asynchronously via `SceneManager.UnloadSceneAsync`). Use 'scene-list-opened' to find the scene name first.
---
# Scene / Unload
Unload scene from the Opened scenes in Unity Editor. Use 'scene-list-opened' tool to get the list of all opened scenes.
## Inputs
- `name` — required non-empty scene name. Must match an opened scene; otherwise throws.
## Behavior
Runs `SceneManager.UnloadSceneAsync` on the main thread and awaits completion. Returns an `UnloadSceneResult` containing the scene name and an `AssetObjectRef` to its asset (or `null` if the scene was not backed by an asset on disk).
## How to Call
```bash
unity-mcp-cli run-tool scene-unload --input '{
"name": "string_value"
}'
```
> For complex input (multi-line strings, code), save the JSON to a file and use:
> ```bash
> unity-mcp-cli run-tool scene-unload --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> unity-mcp-cli run-tool scene-unload --input-file - <<'EOF'
> {"param": "value"}
> EOF
> ```
### Troubleshooting
If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead.
Read the /unity-initial-setup skill for detailed installation instructions.
## Input
| Name | Type | Required | Description |
|------|------|----------|-------------|
| `name` | `string` | Yes | Name of the loaded scene. |
### Input JSON Schema
```json
{
"type": "object",
"properties": {
"name": {
"type": "string"
}
},
"required": [
"name"
]
}
```
## Output
### Output JSON Schema
```json
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.UnloadSceneResult"
}
},
"$defs": {
"AIGD.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
},
"System.Type": {
"type": "string"
},
"AIGD.UnloadSceneResult": {
"type": "object",
"properties": {
"Name": {
"type": "string",
"description": "Name of the unloaded scene."
},
"AssetObjectRef": {
"$ref": "#/$defs/AIGD.AssetObjectRef",
"description": "Reference to the unloaded scene asset."
}
}
}
},
"required": [
"result"
]
}
```
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