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。
Return the Unity profiler's current enabled state, active modules, max-used memory, and platform support flag. Read-only.
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。
Snapshots UnityEngine.Profiling.Profiler state and returns it in a single response.
ProfilerEnabled — Profiler.enabled.ActiveModules — names of modules this wrapper considers enabled (local bookkeeping).MaxUsedMemoryMB — Profiler.maxUsedMemory / 1048576f.Supported — Profiler.supported.Uses only built-in Unity APIs. No external Unity package is required.
unity-mcp-cli run-tool profiler-get-status --input '{
"nothing": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool profiler-get-status --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool profiler-get-status --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 |
|---|---|---|---|
nothing | string | No |
{
"type": "object",
"properties": {
"nothing": {
"type": "string"
}
}
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Profiler-ProfilerStatusData",
"description": "Profiler status data including memory and module information."
}
},
"$defs": {
"System.Collections.Generic.List(System.String)": {
"type": "array",
"items": {
"type": "string"
}
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Profiler-ProfilerStatusData": {
"type": "object",
"properties": {
"ProfilerEnabled": {
"type": "boolean",
"description": "Whether Unity's runtime profiler is currently enabled (UnityEngine.Profiling.Profiler.enabled)."
},
"ActiveModules": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)",
"description": "List of profiler modules this wrapper considers active. Local bookkeeping only."
},
"MaxUsedMemoryMB": {
"type": "number",
"description": "Maximum used memory recorded by the profiler, in megabytes."
},
"Supported": {
"type": "boolean",
"description": "Whether profiling is supported on this platform (UnityEngine.Profiling.Profiler.supported)."
}
},
"required": [
"ProfilerEnabled",
"MaxUsedMemoryMB",
"Supported"
],
"description": "Profiler status data including memory and module information."
}
},
"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。