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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`.

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Assets / Create Material

Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.

Inputs

  • assetPath — must start with Assets/ and end with .mat.
  • shaderName — name resolvable via UnityEngine.Shader.Find.

Behavior

Throws if the path is empty, malformed, or the shader cannot be resolved. Creates a default Material from the resolved shader, saves it, refreshes the AssetDatabase, and returns an AssetObjectRef pointing at the new asset.

How to Call

unity-mcp-cli run-tool assets-material-create --input '{
  "assetPath": "string_value",
  "shaderName": "string_value"
}'

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

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

Or pipe via stdin (recommended):

unity-mcp-cli run-tool assets-material-create --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
assetPathstringYesAsset path. Starts with 'Assets/'. Ends with '.mat'.
shaderNamestringYesName of the shader that need to be used to create the material.

Input JSON Schema

{
  "type": "object",
  "properties": {
    "assetPath": {
      "type": "string"
    },
    "shaderName": {
      "type": "string"
    }
  },
  "required": [
    "assetPath",
    "shaderName"
  ]
}

Output

Output JSON Schema

{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$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."
    }
  },
  "$defs": {
    "System.Type": {
      "type": "string"
    },
    "AIGD.AssetObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
        },
        "assetType": {
          "$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."
    }
  },
  "required": [
    "result"
  ]
}

レビュー

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。

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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。

IvanMurzak/Unity-MCP4,4182026年10月12日 更新

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-MCP4,4182026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-MCP4,4182026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-MCP4,4182026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-MCP4,4182026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-MCP4,4182026年10月12日 更新

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