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AI Agent Workflow Collection

Skill pack
79 skills0 selected
ivanmurzakSkills in this pack

Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.

English

Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).

English

Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.

English

Search the Unity asset database using a search filter string. The filter accepts names, labels (l:), types (t:), AssetBundles (b:), areas (a:), and globs (glob:). See the body for the full filter syntax.

English

Search the built-in assets of the Unity Editor (located at Resources/unitybuiltinextra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.

English

Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.

English

Create a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing. Use 'assets-shader-list-all' to find a valid shaderName.

English

Modify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification surfaces are available (content, pathPatches, jsonPatch) — see the skill body for details.

English

Move or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.

English

Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.

English

Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (gameObjectRef) or an existing prefab asset (sourcePrefabAssetPath). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first.

English

Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset first.

English

Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.

English

Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.

English

Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when triggered.

English

Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' with t:Shader or 'assets-shader-list-all' to locate the shader first.

English

List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.

English

Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.

English

Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.

English

Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.

English

Return the current state of UnityEditor.EditorApplication — playmode, paused state, compilation state, and related flags.

English

Start / stop / pause the Unity Editor 'playmode'. Use 'editor-application-get-state' to inspect the current state first. Throws if the project currently has compilation errors.

English

Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to change the selection.

English

Set the current Selection in the Unity Editor to the provided objects. All ObjectRefs must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.

English

Includes Assets Copy, Assets Create Folder, Assets Delete, and other workflows.

Install with
Claude CodeCodexCursorGitHub CopilotGemini CLI

Supported by the Atlas install prompt. Skill-specific requirements vary.

Pack stats

Skills79CategorygeneralStars0

What’s included

Assets Copy

Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.

Assets Create Folder

Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).

Assets Delete

Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.

Assets Find

Search the Unity asset database using a search filter string. The filter accepts names, labels (l:), types (t:), AssetBundles (b:), areas (a:), and globs (glob:). See the body for the full filter syntax.

Assets Find Built in

Search the built-in assets of the Unity Editor (located at Resources/unitybuiltinextra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.

Assets Get Data

Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.

Assets Material Create

Create a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing. Use 'assets-shader-list-all' to find a valid shaderName.

Assets Modify

Modify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification surfaces are available (content, pathPatches, jsonPatch) — see the skill body for details.

Assets Move

Move or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.

Assets Prefab Close

Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.

Assets Prefab Create

Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (gameObjectRef) or an existing prefab asset (sourcePrefabAssetPath). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first.

Assets Prefab Instantiate

Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset first.

Assets Prefab Open

Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.

Assets Prefab Save

Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.

Assets Refresh

Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when triggered.

Assets Shader Get Data

Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' with t:Shader or 'assets-shader-list-all' to locate the shader first.

Assets Shader List All

List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.

Build CLI

Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.

Console Clear Logs

Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.

Console Get Logs

Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.

Editor Application Get State

Return the current state of UnityEditor.EditorApplication — playmode, paused state, compilation state, and related flags.

Editor Application Set State

Start / stop / pause the Unity Editor 'playmode'. Use 'editor-application-get-state' to inspect the current state first. Throws if the project currently has compilation errors.

Editor Selection Get

Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to change the selection.

Editor Selection Set

Set the current Selection in the Unity Editor to the provided objects. All ObjectRefs must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.

Showing 24 of 79 skills. Use the list’s page controls above to explore the rest.

Quick start

  1. Choose your skills. Select individual skills above, or choose the entire pack.
  2. Copy the install prompt. Use Copy install prompt above the list.
  3. Send it to your agent. Paste into your coding agent’s chat. Your agent reviews the source and guides the setup.

Try it with your agent

After installation, start with a request like:

Example request
Use the Assets Copy skill to help with my task.
Ask me for the context you need before getting started.

Requirements & license

  • A coding agent that can access your project files and install skills.
  • Your agent checks each skill’s instructions, dependencies, and permissions during setup.
  • Reported license for the skills shown: Apache-2.0. The author’s terms apply.