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。
Toggle the wrapper's local 'enabled' flag for a named profiler module. Bookkeeping only — Unity's runtime API does not expose direct module control; for real module visibility use the Profiler window.
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。
Adds or removes the given module name from the wrapper's EnabledModules set. This is local bookkeeping consumed by profiler-get-status and profiler-list-modules; Unity's runtime API does not allow programmatic toggling of Profiler-window modules from a built-in namespace, so this tool intentionally does not pretend to.
moduleName (required) — one of the names returned by profiler-list-modules.enabled (default true) — set to false to mark the module disabled.[Error] string when moduleName is empty or unknown.unity-mcp-cli run-tool profiler-enable-module --input '{
"moduleName": "string_value",
"enabled": false
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool profiler-enable-module --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool profiler-enable-module --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 |
|---|---|---|---|
moduleName | string | Yes | Profiler module name (e.g. 'CPU', 'GPU', 'Memory'). |
enabled | boolean | No | True to mark the module enabled in local bookkeeping; false to mark disabled. |
{
"type": "object",
"properties": {
"moduleName": {
"type": "string"
},
"enabled": {
"type": "boolean"
}
},
"required": [
"moduleName"
]
}
{
"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。