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。
Read a `.cs` script file and return its content as a string. Supports a 1-based `lineFrom`/`lineTo` slice for partial reads. Pair with 'script-update-or-create' to write back.
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。
Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.
filePath — required .cs path. Throws if missing on disk.lineFrom (default 1, 1-based) — start line; clamped into valid range.lineTo (default -1 = end-of-file, 1-based) — inclusive end line; clamped into valid range.Reads the file with File.ReadAllLines and slices [lineFrom..lineTo] (inclusive). The slice indices are clamped — passing out-of-range lineFrom/lineTo is forgiving (read returns at-most the whole file).
unity-mcp-cli run-tool script-read --input '{
"filePath": "string_value",
"lineFrom": 0,
"lineTo": 0
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool script-read --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool script-read --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 |
|---|---|---|---|
filePath | string | Yes | The path to the file. Sample: "Assets/Scripts/MyScript.cs". |
lineFrom | integer | No | The line number to start reading from (1-based). |
lineTo | integer | No | The line number to stop reading at (1-based, -1 for all lines). |
{
"type": "object",
"properties": {
"filePath": {
"type": "string"
},
"lineFrom": {
"type": "integer"
},
"lineTo": {
"type": "integer"
}
},
"required": [
"filePath"
]
}
{
"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。