assets-create-folder
openbooklet.com/s/assets-create-folderopenbooklet.com/s/[email protected]GET /api/v1/skills/assets-create-folderCreates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).
Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving.
Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Use 'gameobject-find' tool to find the target GameObject first.
Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.
Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.
Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.
Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.
List all available shaders in the project assets and packages. Returns their names. Use this to find a shader name for 'assets-material-create' tool.
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Clears the MCP log cache (used by console-get-logs) and the Unity Editor Console window. Useful for isolating errors related to a specific action by clearing logs before performing the action.
Retrieves Unity Editor logs. Useful for debugging and monitoring Unity Editor activity.
Returns available information about 'UnityEditor.EditorApplication'. Use it to get information about the current state of the Unity Editor application. Such as: playmode, paused state, compilation state, etc.
Auto-indexed from IvanMurzak/Unity-MCP
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