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。
Set the current Selection in the Unity Editor to the provided objects. All `ObjectRef`s must resolve to existing Unity objects; otherwise the call throws. Use 'editor-selection-get' to inspect the current selection first.
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。
Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first.
select — array of ObjectRef. Every entry MUST resolve via FindObject(); otherwise the tool throws before touching Selection.objects.Assigns the resolved array to Selection.objects, then calls UnityEditorInternal.InternalEditorUtility.RepaintAllViews() so Hierarchy/Inspector reflect the change. Returns the post-change SelectionData snapshot.
unity-mcp-cli run-tool editor-selection-set --input '{
"select": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool editor-selection-set --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool editor-selection-set --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 |
|---|---|---|---|
select | any | Yes |
{
"type": "object",
"properties": {
"select": {
"$ref": "#/$defs/AIGD.ObjectRef-1"
}
},
"$defs": {
"AIGD.ObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
},
"AIGD.ObjectRef-1": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.ObjectRef",
"description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
}
}
},
"required": [
"select"
]
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.SelectionData"
}
},
"$defs": {
"AIGD.GameObjectRef-1": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.GameObjectRef",
"description": "Find GameObject in opened Prefab or in the active Scene."
}
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"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": "Find GameObject in opened Prefab or in the active Scene."
},
"System.Type": {
"type": "string"
},
"AIGD.ComponentRef-1": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.ComponentRef",
"description": "Component reference. Used to find a Component at GameObject."
}
},
"AIGD.ComponentRef": {
"type": "object",
"properties": {
"index": {
"type": "integer",
"description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
},
"typeName": {
"type": "string",
"description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null."
},
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"index",
"instanceID"
],
"description": "Component reference. Used to find a Component at GameObject."
},
"System.Int32-1": {
"type": "array",
"items": {
"type": "integer"
}
},
"System.String-1": {
"type": "array",
"items": {
"type": "string"
}
},
"AIGD.ObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
},
"AIGD.SelectionData": {
"type": "object",
"properties": {
"GameObjects": {
"$ref": "#/$defs/AIGD.GameObjectRef-1",
"description": "Returns the actual game object selection. Includes Prefabs, non-modifiable objects."
},
"Transforms": {
"$ref": "#/$defs/AIGD.ComponentRef-1",
"description": "Returns the top level selection, excluding Prefabs."
},
"InstanceIDs": {
"$ref": "#/$defs/System.Int32-1",
"description": "The actual unfiltered selection from the Scene returned as instance ids instead of objects."
},
"AssetGUIDs": {
"$ref": "#/$defs/System.String-1",
"description": "Returns the guids of the selected assets."
},
"ActiveGameObject": {
"$ref": "#/$defs/AIGD.GameObjectRef",
"description": "Returns the active game object. (The one shown in the inspector)."
},
"ActiveInstanceID": {
"type": "integer",
"description": "Returns the instanceID of the actual object selection. Includes Prefabs, non-modifiable objects"
},
"ActiveObject": {
"$ref": "#/$defs/AIGD.ObjectRef",
"description": "Returns the actual object selection. Includes Prefabs, non-modifiable objects."
},
"ActiveTransform": {
"$ref": "#/$defs/AIGD.ComponentRef",
"description": "Returns the active transform. (The one shown in the inspector)."
}
},
"required": [
"ActiveInstanceID"
]
}
},
"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。
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。