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。
Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary `RenderTexture`. Requires an open Scene View.
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。
Captures a screenshot from the Unity Editor Scene View and returns it as an image. Returns the image directly for visual inspection by the LLM.
width (default 1920) / height (default 1080) — output pixels. Must be > 0 and ≤ MaxDimension.Uses SceneView.lastActiveSceneView (falls back to the first window in SceneView.sceneViews). Allocates a temporary RenderTexture, swaps it onto the Scene View's camera, calls Render, reads back with Texture2D.ReadPixels, encodes PNG, and restores the camera's prior targetTexture. Throws/errors when no Scene View is open or the Scene View camera is null.
unity-mcp-cli run-tool screenshot-scene-view --input '{
"width": 0,
"height": 0
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool screenshot-scene-view --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool screenshot-scene-view --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 |
|---|---|---|---|
width | integer | No | Width of the screenshot in pixels. |
height | integer | No | Height of the screenshot in pixels. |
{
"type": "object",
"properties": {
"width": {
"type": "integer"
},
"height": {
"type": "integer"
}
}
}
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。