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assets-find

Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).

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Assets / Find

How to Call

unity-mcp-cli run-tool assets-find --input '{
  "filter": "string_value",
  "searchInFolders": "string_value",
  "maxResults": 0
}'

For complex input (multi-line strings, code), save the JSON to a file and use:

unity-mcp-cli run-tool assets-find --input-file args.json

Or pipe via stdin (recommended):

unity-mcp-cli run-tool assets-find --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

NameTypeRequiredDescription
filterstringNoThe filter string can contain search data. Could be empty. Name: Filter assets by their filename (without extension). Words separated by whitespace are treated as separate name searches. Labels (l:): Assets can have labels attached to them. Use 'l:' before each label. Types (t:): Find assets based on explicitly identified types. Use 't:' keyword. Available types: AnimationClip, AudioClip, AudioMixer, ComputeShader, Font, GUISkin, Material, Mesh, Model, PhysicMaterial, Prefab, Scene, Script, Shader, Sprite, Texture, VideoClip, VisualEffectAsset, VisualEffectSubgraph. AssetBundles (b:): Find assets which are part of an Asset bundle. Area (a:): Find assets in a specific area. Valid values are 'all', 'assets', and 'packages'. Globbing (glob:): Use globbing to match specific rules. Note: Searching is case insensitive.
searchInFoldersanyNoThe folders where the search will start. If null, the search will be performed in all folders.
maxResultsintegerNoMaximum number of assets to return. If the number of found assets exceeds this limit, the result will be truncated.

Input JSON Schema

{
  "type": "object",
  "properties": {
    "filter": {
      "type": "string"
    },
    "searchInFolders": {
      "$ref": "#/$defs/System.String[]"
    },
    "maxResults": {
      "type": "integer"
    }
  },
  "$defs": {
    "System.String[]": {
      "type": "array",
      "items": {
        "type": "string"
      }
    }
  }
}

Output

Output JSON Schema

{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/System.Collections.Generic.List<com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef>"
    }
  },
  "$defs": {
    "com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
        },
        "assetType": {
          "$ref": "#/$defs/System.Type",
          "description": "Type of the asset."
        },
        "assetPath": {
          "type": "string",
          "description": "Path to the asset within the project. Starts with 'Assets/'"
        },
        "assetGuid": {
          "type": "string",
          "description": "Unique identifier for the asset."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
    },
    "System.Type": {
      "type": "string"
    },
    "System.Collections.Generic.List<com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef>": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef",
        "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."
      }
    }
  },
  "required": [
    "result"
  ]
}

レビュー

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