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 skill (MCP tool) for the Unity Editor by writing a C# (.cs) file that Unity compiles into the project. After compilation the new tool becomes callable through MCP. The file must be a partial class decorated with [AiToolType], each tool method must be decorated with [AiTool], the class name should match the file name, all Unity API calls must run via com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(), and the method should either return a structured data model (for parseable output) or void (for side-effect-only operations). See the body of this skill for a full sample and best-practice notes.
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。
#nullable enable
using System;
using System.ComponentModel;
using com.IvanMurzak.McpPlugin;
using com.IvanMurzak.ReflectorNet.Utils;
using com.IvanMurzak.Unity.MCP.Editor.Utils;
using AIGD;
using UnityEditor;
using UnityEngine;
namespace com.IvanMurzak.Unity.MCP.Editor.API
{
[AiToolType]
public partial class Tool_Sample
{
[AiTool("sample-get", Title = "Sample / Get")]
[Description("Finds a GameObject and returns its ref data.")]
public GameObjectRef Get
(
[Description("Name of the GameObject to find.")]
string name
)
{
return MainThread.Instance.Run(() =>
{
var go = GameObject.Find(name)
?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name));
return new GameObjectRef(go);
});
}
[AiTool("sample-rename", Title = "Sample / Rename")]
[Description("Renames a GameObject.")]
public void Rename
(
[Description("Current name of the GameObject.")]
string name,
[Description("New name to assign.")]
string newName
)
{
MainThread.Instance.Run(() =>
{
var go = GameObject.Find(name)
?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name));
go.name = newName;
EditorUtility.SetDirty(go);
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
EditorUtils.RepaintAllEditorWindows();
});
}
}
}
If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately:
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
EditorUtils.RepaintAllEditorWindows();
If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a MainThread.Instance.Run() block to ensure Unity picks up the changes:
MainThread.Instance.Run(() =>
{
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
});
Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must:
[RequestID] string? requestId parameter.ResponseCallTool.Processing("...").SetRequestID(requestId) immediately.MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... })._ = UnityMcpPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData
{
RequestId = requestId,
Result = ResponseCallTool.Success("Operation completed.").SetRequestID(requestId)
});
If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType) instead of calling NotifyToolRequestCompleted directly — it persists the pending notification to SessionState and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult) the same way.
Prefer returning a structured data model over a plain string so the AI can parse individual fields. Data models for MCP tools MUST be declared as TOP-LEVEL types in the AIGD namespace - never nested inside the tool class. Place each data model in its own .cs file (one type per file) and use ResponseCallValueTool<T> as the return type. The flat AIGD namespace keeps the auto-generated JSON Schema $defs keys short and intuitive for AI agents.
// Tool file (Tool/MyTool.cs) - references the data model from AIGD:
using AIGD;
namespace com.IvanMurzak.Unity.MCP.Editor.API
{
[AiToolType]
public partial class Tool_Sample
{
public ResponseCallValueTool<MyResult> MyTool(...)
{
return ResponseCallValueTool<MyResult>.Success(new MyResult
{
Name = go.name,
InstanceID = go.GetInstanceID()
}).SetRequestID(requestId);
}
}
}
// Data model (Tool/Data/MyResult.cs) - top-level, in AIGD namespace, NOT nested:
namespace AIGD
{
public class MyResult
{
[Description("Name of the GameObject.")]
public string? Name { get; set; }
[Description("Unity instance ID of the GameObject.")]
public int InstanceID { get; set; }
}
}
For simpler cases that do not need async/processing, you may return the model directly (without ResponseCallValueTool<T>) and Unity-MCP will wrap it automatically. The data model itself MUST still live as a top-level type in the AIGD namespace.
Always validate required parameters at the top of the method before any Unity API calls. Throw ArgumentException or InvalidOperationException with descriptive messages so the AI knows exactly what went wrong and can self-correct:
if (string.IsNullOrEmpty(name))
throw new ArgumentException("Name cannot be null or empty.", nameof(name));
All Unity API calls (including GameObject.Find, AssetDatabase, EditorUtility, etc.) MUST run on the main thread. Wrap them in MainThread.Instance.Run(() => { ... }) for synchronous operations, or MainThread.Instance.RunAsync(async () => { ... }) when you need to await inside.
unity-mcp-cli run-system-tool unity-skill-create --input '{
"path": "string_value",
"code": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-system-tool unity-skill-create --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-system-tool unity-skill-create --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 |
|---|---|---|---|
path | string | Yes | Path for the C# (.cs) file to be created. Sample: "Assets/Skills/MySkill.cs". |
| CRITICAL — Assembly Definition placement: If the project uses Assembly Definition files (.asmdef), you MUST place the script inside a folder that belongs to an assembly definition which already references all required dependencies (e.g. com.IvanMurzak.McpPlugin, UnityEditor, UnityEngine). Placing the file in the wrong assembly will cause compile errors due to missing type references. Before choosing a path, inspect existing .asmdef files with the assets-find tool to identify the correct assembly folder. | |||
code | string | Yes | C# code for the skill tool. |
{
"type": "object",
"properties": {
"path": {
"type": "string"
},
"code": {
"type": "string"
}
},
"required": [
"path",
"code"
]
}
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。