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。
List all Unity-MCP tools registered in the connected Unity Editor instance. Optional regex filter matches against tool name, description, and argument names/descriptions. Use the `includeDescription` / `includeInputs` toggles to control the response size.
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。
List all Unity-MCP tools registered in the connected Unity Editor instance. Optionally filter by regex across tool names, descriptions, and arguments.
regexSearch (optional) — case-insensitive regex with a 200ms execution-timeout guard. Invalid regex throws an ArgumentException. Matches name → description → input names → input descriptions.includeDescription (default false) — populate each tool's Description field.includeInputs (default None) — one of None, Inputs (names only), InputsWithDescription (names + descriptions).Iterates UnityMcpPluginEditor.Instance.Tools.GetAllTools(), evaluates the filter (if any), and projects each surviving tool into a ToolInfoData honoring the verbosity toggles.
unity-mcp-cli run-tool unity-tool-list --input '{
"regexSearch": "string_value",
"includeDescription": "string_value",
"includeInputs": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool unity-tool-list --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool unity-tool-list --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 |
|---|---|---|---|
regexSearch | string | No | Regex pattern to filter tools. Matches against tool name, description, and argument names and descriptions. |
includeDescription | any | No | Include tool descriptions in the result. Default: false |
includeInputs | any | No | Include input arguments in the result. Default: None |
{
"type": "object",
"properties": {
"regexSearch": {
"type": "string"
},
"includeDescription": {
"$ref": "#/$defs/System.Boolean"
},
"includeInputs": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tool-InputRequest"
}
},
"$defs": {
"System.Boolean": {
"type": "boolean"
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tool-InputRequest": {
"type": "string",
"enum": [
"None",
"Inputs",
"InputsWithDescription"
],
"description": "Specifies what to include for tool input arguments."
}
}
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.ToolInfoData-1"
}
},
"$defs": {
"AIGD.ToolInfoData": {
"type": "object",
"properties": {
"name": {
"type": "string",
"description": "Tool name."
},
"description": {
"type": "string",
"description": "Tool description."
},
"inputs": {
"$ref": "#/$defs/AIGD.ToolInputData-1",
"description": "Tool input arguments."
}
},
"description": "MCP tool information."
},
"AIGD.ToolInputData-1": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.ToolInputData",
"description": "MCP tool input argument."
}
},
"AIGD.ToolInputData": {
"type": "object",
"properties": {
"name": {
"type": "string",
"description": "Argument name."
},
"description": {
"type": "string",
"description": "Argument description."
}
},
"description": "MCP tool input argument."
},
"AIGD.ToolInfoData-1": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.ToolInfoData",
"description": "MCP tool information."
}
}
},
"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。