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。
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
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 parent GameObject to list of GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
gameObjectRefs — list of children to reparent.parentGameObjectRef — new parent. Must resolve, otherwise the call returns early with an error string.worldPositionStays (default true) — preserve world-space transform when reparenting (passed to Transform.SetParent).Iterates gameObjectRefs and reparents each one independently; per-item resolve errors are appended to the returned status string instead of throwing. After the loop, if at least one reparent succeeded, marks the active scene dirty and repaints editor windows.
unity-mcp-cli run-tool gameobject-set-parent --input '{
"gameObjectRefs": "string_value",
"parentGameObjectRef": "string_value",
"worldPositionStays": false
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool gameobject-set-parent --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool gameobject-set-parent --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 |
|---|---|---|---|
gameObjectRefs | any | Yes | List of references to the GameObjects to set new parent. |
parentGameObjectRef | any | Yes | Reference to the parent GameObject. |
worldPositionStays | boolean | No | A boolean flag indicating whether the GameObject's world position should remain unchanged when setting its parent. |
{
"type": "object",
"properties": {
"gameObjectRefs": {
"$ref": "#/$defs/AIGD.GameObjectRefList"
},
"parentGameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"worldPositionStays": {
"type": "boolean"
}
},
"$defs": {
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRefList": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.GameObjectRef",
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"description": "Array of GameObjects in opened Prefab or in the active Scene."
}
},
"required": [
"gameObjectRefs",
"parentGameObjectRef"
]
}
{
"type": "object",
"properties": {
"result": {
"type": "string"
}
},
"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。