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。
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.
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。
Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.
options — ImportAssetOptions flag (default ForceSynchronousImport).requestId — required for processing-mode responses; the tool returns Processing immediately and delivers a follow-up completion when compilation finishes.Runs AssetDatabase.Refresh(options). If EditorApplication.isCompiling is true after the refresh, schedules a post-compilation notification and returns a Processing response. If compilation already failed (EditorUtility.scriptCompilationFailed), returns Success with the compilation error details. Otherwise returns a plain Success.
unity-mcp-cli run-tool assets-refresh --input '{
"options": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool assets-refresh --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool assets-refresh --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 |
|---|---|---|---|
options | any | No | Asset import options. |
{
"type": "object",
"properties": {
"options": {
"$ref": "#/$defs/UnityEditor.ImportAssetOptions"
}
},
"$defs": {
"UnityEditor.ImportAssetOptions": {
"type": "string",
"enum": [
"Default",
"ForceUpdate",
"ForceSynchronousImport",
"ImportRecursive",
"DontDownloadFromCacheServer",
"ForceUncompressedImport"
]
}
}
}
This tool does not return structured output.
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。
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。
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。