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。
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
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。
isMethodBody=false): the csharpCode argument must define a complete class with a static method (no top-level statements).isMethodBody=true): provide only the method body statements. The tool auto-generates the usings, class, and method header.Unity objects (GameObject, Component, etc.) can be passed as parameters using their Ref types (GameObjectRef, ComponentRef, etc.) or directly by type:
UnityEngine.GameObject — resolves an actual GameObject from value {"instanceID": N}, {"name": "..."}, or {"path": "..."}.UnityEngine.Component (or any component subtype) — resolves from {"instanceID": N}.AIGD.GameObjectRef — passes a GameObjectRef POCO directly; the method body calls goRef.FindGameObject() to resolve it.AIGD.ComponentRef — passes a ComponentRef POCO.AIGD.ObjectRef — passes a base ObjectRef POCO.unity-mcp-cli run-tool script-execute --input '{
"csharpCode": "string_value",
"className": "string_value",
"methodName": "string_value",
"parameters": "string_value",
"isMethodBody": false
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool script-execute --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool script-execute --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 |
|---|---|---|---|
csharpCode | string | Yes | C# code to compile and execute. In full code mode (default, isMethodBody=false): must define a complete class with a static method. Example: 'using UnityEngine; public class Script { public static void Main() { Debug.Log("Hello"); } }'. Do NOT use top-level statements. In body-only mode (isMethodBody=true): provide only the method body statements. The tool auto-generates usings, class, and method header. Example body: 'go.SetActive(false);'. Custom helper classes can still be defined inline in the body-only string after the main logic, but for complex additional class definitions use full code mode instead. |
className | string | No | The name of the class containing the method to execute. In body-only mode this becomes the generated class name. |
methodName | string | No | The name of the method to execute. Must be a static method. In body-only mode this becomes the generated method name. |
parameters | any | No | Serialized parameters to pass to the method. Each entry must specify 'name' and 'typeName'. Supported parameter types include primitives, strings, and Unity object references: - 'UnityEngine.GameObject': resolves an actual GameObject from value '{"instanceID": N}', '{"name": "..."}', or '{"path": "..."}'. - 'UnityEngine.Component' (or any component subtype): resolves from '{"instanceID": N}'. - 'AIGD.GameObjectRef': passes a GameObjectRef POCO directly; the method body calls goRef.FindGameObject() to resolve it. - 'AIGD.ComponentRef': passes a ComponentRef POCO. - 'AIGD.ObjectRef': passes a base ObjectRef POCO. If the method does not require parameters, leave this empty. |
isMethodBody | boolean | No | When true, 'csharpCode' is treated as just the method body. The tool auto-generates standard using directives (System, UnityEngine, AIGD, com.IvanMurzak.Unity.MCP.Runtime.Extensions, UnityEditor), the class definition, and the method signature (void return type). Parameters from the 'parameters' list are automatically added to the method signature using their typeName and name. When false (default), 'csharpCode' must be a complete C# compilation unit with class and method definitions. |
{
"type": "object",
"properties": {
"csharpCode": {
"type": "string"
},
"className": {
"type": "string"
},
"methodName": {
"type": "string"
},
"parameters": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMemberList"
},
"isMethodBody": {
"type": "boolean"
}
},
"$defs": {
"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
}
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
"type": "object",
"properties": {
"typeName": {
"type": "string",
"description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
},
"name": {
"type": "string",
"description": "Object name."
},
"value": {
"description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
},
"fields": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Nested field value."
},
"description": "Fields of the object, serialized as a list of 'SerializedMember'."
},
"props": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Nested property value."
},
"description": "Properties of the object, serialized as a list of 'SerializedMember'."
}
},
"required": [
"typeName"
],
"additionalProperties": false
}
},
"required": [
"csharpCode"
]
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
}
},
"$defs": {
"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
}
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
"type": "object",
"properties": {
"typeName": {
"type": "string",
"description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
},
"name": {
"type": "string",
"description": "Object name."
},
"value": {
"description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
},
"fields": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Nested field value."
},
"description": "Fields of the object, serialized as a list of 'SerializedMember'."
},
"props": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Nested property value."
},
"description": "Properties of the object, serialized as a list of 'SerializedMember'."
}
},
"required": [
"typeName"
],
"additionalProperties": false
}
},
"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。