About unity-asset
unity-asset is a set of skills for managing Unity project assets, intended for developers organizing assets, importing files, and querying AssetDatabase information. It covers search, move, duplicate, refresh, and label operations, with batch skills for multiple assets.
Key features
- 01Search assets by name, type, or label
- 02Retrieve asset information and labels
- 03Import, move, duplicate, and delete assets
- 04Create folders and refresh AssetDatabase
- 05Batch import, move, delete, or reimport assets
Use cases
- 01Find project files by asset type or label
- 02Organize asset directories and move files in batches
- 03Import external files into a Unity project
- 04Refresh or reimport assets after external file changes
MCP support
The README does not state how it relates to MCP.
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ besty0728/ unity-skills --skill unity-assetAfter installing, type/unity-assetin Claude Code to confirm it loaded.
Details
From the project READMEBefore calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Organizing project assets
- Importing or relocating files
- Querying asset metadata
- Scripting AssetDatabase operations
- 整理工程资源、导入或移动文件、查询资源元数据、脚本化 AssetDatabase 操作
Unity Asset Skills
BATCH-FIRST: Use
*_batchskills when operating on 2+ assets.
Operating Mode
- Approval:本模块 Mixed ——
asset_find/asset_get_info/asset_get_labels标SkillMode.SemiAuto,可直接执行;写类 skill (asset_move/asset_move_batch/asset_duplicate/asset_create_folder/asset_create_folder_batch/asset_refresh/asset_reimport*/asset_set_labels) 走默认SkillMode.FullAuto,需 grant。 - Auto / Bypass:FullAuto 直接执行。
- 含 NeverInSemi 高危 skill:
asset_import/asset_import_batch(标RiskLevel = "high"—— 写入项目);asset_delete/asset_delete_batch(Operation.Delete)。这些在 Approval/Auto 下返MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。
DO NOT (common hallucinations):
asset_createdoes not exist → useasset_create_folder(folders),material_create(materials),script_create(scripts)asset_renamedoes not exist → useasset_movewith new pathasset_searchdoes not exist → useasset_findwith searchFilter syntax (e.g.t:Texture2D player)asset_copydoes not exist → useasset_duplicate
Routing:
- For texture/model/audio import settings → use
importermodule (SkillMode.FullAuto) - For material creation → use
materialmodule (SkillMode.FullAuto) - For script creation → use
scriptmodule
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|---|---|
asset_import | asset_import_batch | Importing 2+ files |
asset_delete | asset_delete_batch | Deleting 2+ assets |
asset_move | asset_move_batch | Moving 2+ assets |
asset_create_folder | asset_create_folder_batch | Creating 2+ folders |
No batch needed:
asset_duplicate- Duplicate single assetasset_find- Search assets (returns list)asset_refresh- Refresh AssetDatabaseasset_get_info- Get asset informationasset_reimport- Force reimport assetasset_reimport_batch- Reimport multiple assets
Skills
asset_import
Import an external file into the project.
| Parameter | Type | Required | Description |
|---|---|---|---|
sourcePath | string | Yes | External file path |
destinationPath | string | Yes | Project destination |
asset_import_batch
Import multiple external files.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
items currently expects a JSON string, not a native array.
Returns: {success, totalItems, successCount, failCount, results: [{target, success, serverAvailability?}]}: target is the item's destinationPath; serverAvailability appears only when a script-domain asset was written or Unity is compiling.
import json
unity_skills.call_skill("asset_import_batch", items=json.dumps([
{"sourcePath": "C:/Downloads/tex1.png", "destinationPath": "Assets/Textures/tex1.png"},
{"sourcePath": "C:/Downloads/tex2.png", "destinationPath": "Assets/Textures/tex2.png"}
]))
asset_delete
Delete an asset from the project.
| Parameter | Type | Required | Description |
|---|---|---|---|
assetPath | string | Yes | Asset path to delete |
asset_delete_batch
Delete multiple assets.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
items currently expects a JSON string, not a native array.
Returns: {success, totalItems, successCount, failCount, results: [{target, success, serverAvailability?}]}: target is the deleted path; serverAvailability appears only when a script-domain asset was deleted or Unity is compiling.
import json
unity_skills.call_skill("asset_delete_batch", items=json.dumps([
{"path": "Assets/Textures/old1.png"},
{"path": "Assets/Textures/old2.png"}
]))
asset_move
Move or rename an asset.
| Parameter | Type | Required | Description |
|---|---|---|---|
sourcePath | string | Yes | Current asset path |
destinationPath | string | Yes | New path/name |
asset_move_batch
Move multiple assets.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
items currently expects a JSON string, not a native array.
Returns: {success, totalItems, successCount, failCount, results: [{target, success, from, to, serverAvailability?}]}: target is the item's sourcePath; serverAvailability appears only when a script-domain asset was moved or Unity is compiling.
import json
unity_skills.call_skill("asset_move_batch", items=json.dumps([
{"sourcePath": "Assets/Old/mat1.mat", "destinationPath": "Assets/New/mat1.mat"},
{"sourcePath": "Assets/Old/mat2.mat", "destinationPath": "Assets/New/mat2.mat"}
]))
asset_duplicate
Duplicate an asset.
| Parameter | Type | Required | Description |
|---|---|---|---|
assetPath | string | Yes | Asset to duplicate |
asset_find
Find assets by search filter.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
searchFilter | string | Yes | - | Search query |
limit | int | No | 50 | Max results to return |
Search Filter Syntax:
| Filter | Example | Description |
|---|---|---|
t:Type | t:Texture2D | By type |
l:Label | l:Architecture | By label |
name | player | By name |
| Combined | t:Material player | Multiple filters |
Returns: {count, totalFound, assets: [{path, name, type}]}
asset_create_folder
Create a folder in the project.
| Parameter | Type | Required | Description |
|---|---|---|---|
folderPath | string | Yes | Full folder path |
asset_create_folder_batch
Create multiple folders.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
items currently expects a JSON string, not a native array. The parent folder of each entry must already exist, so order nested folders outermost-first within one call.
Returns: {success, totalItems, successCount, failCount, results: [{target, success, path, guid}]}
import json
unity_skills.call_skill("asset_create_folder_batch", items=json.dumps([
{"folderPath": "Assets/Art"},
{"folderPath": "Assets/Art/Textures"}
]))
asset_refresh
Refresh the AssetDatabase after external changes, e.g. files you wrote or deleted with your own file tools.
No parameters.
Returns: {success, message, compileTriggered}. When the refresh starts a script compilation (a .cs, .asmdef, .asmref, .rsp or .dll changed), compileTriggered is true and the result adds status:"accepted", jobId, waitUrl (/jobs/<jobId>?wait=90), serverAvailability and, when Unity reported the files, scriptChanges (up to 20 paths; scriptChangesTruncated counts the rest). compileTriggered:false means there is nothing to wait for.
Wrote a .cs yourself? Call asset_refresh, then GET its waitUrl, retrying the same URL through the domain reload: curl -s --retry 20 --retry-connrefused --retry-all-errors --retry-delay 2 "http://localhost:<port>/jobs/<jobId>?wait=90". status:"completed" with compilation.compiled:true, success:true, and domainLoaded:true proves the new types are ready to use; "failed" lists the compile errors in resultData.compilation.errors. The diagnostics are project-wide (compilation.scope:"project"); compilation.compiled:false means no compilation followed the refresh.
asset_get_info
Get information about an asset.
| Parameter | Type | Required | Description |
|---|---|---|---|
assetPath | string | Yes | Asset path |
asset_reimport
Force reimport of an asset.
| Parameter | Type | Required | Description |
|---|---|---|---|
assetPath | string | Yes | Asset path to reimport |
asset_reimport_batch
Reimport multiple assets matching a pattern.
| Parameter | Type | Required | Description |
|---|---|---|---|
searchFilter | string | No | AssetDatabase search filter (default *) |
folder | string | No | Folder root to search (default Assets) |
limit | int | No | Max assets to reimport (default 100) |
asset_set_labels
Set labels on an asset (overwrites existing labels).
| Parameter | Type | Required | Description |
|---|---|---|---|
assetPath | string | Yes | Asset path |
labels | string | Yes | Comma-separated labels (e.g. "ui,icon,hud"). Empty entries are dropped |
Returns: {success, assetPath, labels: [...]}
asset_get_labels
Get the labels currently attached to an asset.
| Parameter | Type | Required | Description |
|---|---|---|---|
assetPath | string | Yes | Asset path |
Returns: {success, assetPath, labels: [...]}
Minimal Example
import unity_skills
# GOOD: 1 API call instead of 4
unity_skills.call_skill("asset_move_batch", items=[
{"sourcePath": "Assets/tex1.png", "destinationPath": "Assets/Textures/tex1.png"},
{"sourcePath": "Assets/tex2.png", "destinationPath": "Assets/Textures/tex2.png"},
{"sourcePath": "Assets/tex3.png", "destinationPath": "Assets/Textures/tex3.png"},
{"sourcePath": "Assets/tex4.png", "destinationPath": "Assets/Textures/tex4.png"}
])
Best Practices
- Organize assets in logical folders
- Use consistent naming conventions
- Refresh after external file changes
- Use search filters for efficiency
- Backup before bulk delete operations
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Common Errors
Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md
| Error | Trigger | Fix |
|---|---|---|
TARGET_NOT_FOUND | The source file, asset path, or target asset could not be found. | Verify the path with asset_find / asset_get_info, ensure the file exists, and retry with the exact project-relative path. |
MISSING_PARAM | A required path parameter is empty or not provided (caught by path validation). | Provide the required assetPath, sourcePath, destinationPath, or folderPath. |
SEMANTIC_INVALID | The path is invalid (e.g., contains .., does not start with Assets//Packages/, or the folder already exists). | Use a normalized project-relative path under Assets/ or Packages/; choose a different folder name if it already exists. |
SKILL_ERROR | A low-level AssetDatabase or filesystem operation failed, such as Failed to delete asset, AssetDatabase.MoveAsset returned an error, or folder creation failed. | Resolve the issue described in the message (e.g., close locked files, fix parent path) and retry. |