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。
Generate a JSON Schema for a C# type name via reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. Knobs control inclusion of nested `$defs` and whether type-level / property-level descriptions are emitted.
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。
Generates a JSON Schema for a given C# type name using reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. The type must be present in any loaded assembly. Use the full type name (e.g. 'UnityEngine.Vector3') for best results.
typeName — full type name preferred (e.g. UnityEngine.Vector3, System.Collections.Generic.List<System.Int32>). Simple names work when unambiguous.descriptionMode (default Ignore) — controls type-level description: Include keeps it on the target only, IncludeRecursively also keeps it inside $defs, Ignore strips all.propertyDescriptionMode (default Ignore) — controls property/field/item description: Include keeps on the target's own properties/items only, IncludeRecursively also keeps inside $defs, Ignore strips all.includeNestedTypes (default false) — when true, complex nested types are extracted into $defs and referenced via $ref. Useful for recursive or large types.writeIndented (default false) — pretty-print the output JSON.unity-mcp-cli run-tool type-get-json-schema --input '{
"typeName": "string_value",
"descriptionMode": "string_value",
"propertyDescriptionMode": "string_value",
"includeNestedTypes": false,
"writeIndented": false
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool type-get-json-schema --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool type-get-json-schema --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 |
|---|---|---|---|
typeName | string | Yes | Full C# type name to generate the schema for. Examples: 'System.String', 'UnityEngine.Vector3', 'System.Collections.Generic.List<System.Int32>'. Simple names like 'Vector3' are also accepted when unambiguous. |
descriptionMode | string | No | Controls the type-level 'description' field. Include: keep on the target type only. IncludeRecursively: keep on the target type and inside $defs entries. Ignore: strip all type-level descriptions. Default: Ignore. |
propertyDescriptionMode | string | No | Controls 'description' fields on properties, fields, and array items. Include: keep on the target type's own properties/items only. IncludeRecursively: keep on all properties/items including those inside $defs entries. Ignore: strip all property/item descriptions. Default: Ignore. |
includeNestedTypes | boolean | No | When true, complex nested types are extracted into '$defs' and referenced via '$ref' instead of being inlined. Useful for large or recursive types. Default: false. |
writeIndented | boolean | No | Whether to format the output JSON with indentation for readability. Default: false. |
{
"type": "object",
"properties": {
"typeName": {
"type": "string"
},
"descriptionMode": {
"type": "string",
"enum": [
"Include",
"IncludeRecursively",
"Ignore"
]
},
"propertyDescriptionMode": {
"type": "string",
"enum": [
"Include",
"IncludeRecursively",
"Ignore"
]
},
"includeNestedTypes": {
"type": "boolean"
},
"writeIndented": {
"type": "boolean"
}
},
"required": [
"typeName"
]
}
{
"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。