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.
EnglishCreate 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).
EnglishDelete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
EnglishSearch 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.
EnglishSearch 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.
EnglishGet 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.
EnglishCreate 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.
EnglishModify 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.
EnglishMove or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
EnglishClose 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.
EnglishCreate 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.
EnglishInstantiate 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.
EnglishOpen 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.
EnglishSave 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.
EnglishRefresh 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.
EnglishGet 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.
EnglishList all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
EnglishClear 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.
EnglishRetrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.
EnglishReturn the current state of UnityEditor.EditorApplication — playmode, paused state, compilation state, and related flags.
EnglishStart / 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.
EnglishGet 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.
EnglishSet 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.
EnglishIncludes Assets Copy, Assets Create Folder, Assets Delete, and other workflows.
Supported by the Atlas install prompt. Skill-specific requirements vary.
Pack stats
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.
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Use the Assets Copy skill to help with my task.
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