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。
Regenerate every `SKILL.md` from the project's currently-registered MCP tools into the configured skills folder (or a project-relative override path). Writes the YAML `description:` from `[AiSkillDescription]` and the body from `[AiSkillBody]`.
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。
Generate all skills from the existed Tools in the Unity Project.
path (optional) — project-relative skills folder (e.g. .claude/skills). Absolute paths and .. traversal segments are rejected. When null/empty, the editor's configured SkillsRootFolderAbsolutePath is used.Creates the destination folder if missing, then invokes McpPluginInstance.GenerateSkillFiles(...) to emit a SKILL.md per registered MCP tool. The plugin's SkillsPath is temporarily swapped to the target folder and restored in finally so the on-disk configuration is unchanged after the call returns.
unity-mcp-cli run-system-tool unity-skill-generate --input '{
"path": "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-generate --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-system-tool unity-skill-generate --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 | No | Path to the skills folder. If null or empty, the default path will be used. |
{
"type": "object",
"properties": {
"path": {
"type": "string"
}
}
}
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。