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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.

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Assets / Copy

Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.

Inputs

  • sourcePaths — paths of the assets to copy.
  • destinationPaths — paths to store the copied assets (must match sourcePaths length).

Behavior

Each source/destination pair is copied in order. Per-pair errors are accumulated in the response instead of throwing, so a single bad pair does not abort the whole batch.

How to Call

unity-mcp-cli run-tool assets-copy --input '{
  "sourcePaths": "string_value",
  "destinationPaths": "string_value"
}'

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

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

Or pipe via stdin (recommended):

unity-mcp-cli run-tool assets-copy --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
sourcePathsanyYesThe paths of the assets to copy.
destinationPathsanyYesThe paths to store the copied assets.

Input JSON Schema

{
  "type": "object",
  "properties": {
    "sourcePaths": {
      "$ref": "#/$defs/System.String-1"
    },
    "destinationPaths": {
      "$ref": "#/$defs/System.String-1"
    }
  },
  "$defs": {
    "System.String-1": {
      "type": "array",
      "items": {
        "type": "string"
      }
    }
  },
  "required": [
    "sourcePaths",
    "destinationPaths"
  ]
}

Output

Output JSON Schema

{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/AIGD.CopyAssetsResponse"
    }
  },
  "$defs": {
    "System.Collections.Generic.List(AIGD.AssetObjectRef)": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.AssetObjectRef",
        "description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
      }
    },
    "AIGD.AssetObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
        },
        "assetType": {
          "$ref": "#/$defs/System.Type",
          "description": "Type of the asset."
        },
        "assetPath": {
          "type": "string",
          "description": "Path to the asset within the project. Starts with 'Assets/'"
        },
        "assetGuid": {
          "type": "string",
          "description": "Unique identifier for the asset."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
    },
    "System.Type": {
      "type": "string"
    },
    "System.Collections.Generic.List(System.String)": {
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "AIGD.CopyAssetsResponse": {
      "type": "object",
      "properties": {
        "CopiedAssets": {
          "$ref": "#/$defs/System.Collections.Generic.List(AIGD.AssetObjectRef)",
          "description": "List of copied assets."
        },
        "Errors": {
          "$ref": "#/$defs/System.Collections.Generic.List(System.String)",
          "description": "List of errors encountered during copy operations."
        }
      }
    }
  },
  "required": [
    "result"
  ]
}

レビュー

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概要と使いどころ

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).

日本語の概要は準備中です。原文の説明を表示しています。

IvanMurzak/Unity-MCP4,4202026年10月12日 更新

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

日本語の概要は準備中です。原文の説明を表示しています。

IvanMurzak/Unity-MCP4,4202026年10月12日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

IvanMurzak/Unity-MCP4,4202026年10月12日 更新

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

日本語の概要は準備中です。原文の説明を表示しています。

IvanMurzak/Unity-MCP4,4202026年10月12日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

IvanMurzak/Unity-MCP4,4202026年10月12日 更新

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`.

日本語の概要は準備中です。原文の説明を表示しています。

IvanMurzak/Unity-MCP4,4202026年10月12日 更新

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