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.
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。
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).
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
inputs — list of {ParentFolderPath, NewFolderName} entries. Each entry is processed independently; per-entry errors are collected in the response so a single bad input does not abort the batch.NewFolderName must be non-empty and must not contain any of /, \, <, >, :, ", |, ?, *, or control characters (these checks are cross-platform even on Linux/Mac).ParentFolderPath must already exist as an AssetDatabase.IsValidFolder path.unity-mcp-cli run-tool assets-create-folder --input '{
"inputs": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool assets-create-folder --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool assets-create-folder --input-file - <<'EOF' {"param": "value"} EOF
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.
| Name | Type | Required | Description |
|---|---|---|---|
inputs | any | Yes | The paths for the folders to create. |
{
"type": "object",
"properties": {
"inputs": {
"$ref": "#/$defs/AIGD.CreateFolderInput-1"
}
},
"$defs": {
"AIGD.CreateFolderInput": {
"type": "object",
"properties": {
"ParentFolderPath": {
"type": "string",
"description": "The parent folder path where the new folder will be created."
},
"NewFolderName": {
"type": "string",
"description": "The name of the new folder to create."
}
}
},
"AIGD.CreateFolderInput-1": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.CreateFolderInput"
}
}
},
"required": [
"inputs"
]
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.CreateFolderResponse"
}
},
"$defs": {
"System.Collections.Generic.List(System.String)": {
"type": "array",
"items": {
"type": "string"
}
},
"AIGD.CreateFolderResponse": {
"type": "object",
"properties": {
"CreatedFolderGuids": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)",
"description": "List of GUIDs of created folders."
},
"Errors": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)",
"description": "List of errors encountered during folder creation."
}
}
}
},
"required": [
"result"
]
}
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
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.
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。
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。
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。
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。
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。
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。