| name | unity-asset |
| description | Manage Unity AssetDatabase operations |
Before 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 *_batch skills 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_create does not exist → use asset_create_folder (folders), material_create (materials), script_create (scripts)
asset_rename does not exist → use asset_move with new path
asset_search does not exist → use asset_find with searchFilter syntax (e.g. t:Texture2D player)
asset_copy does not exist → use asset_duplicate
Routing:
- For texture/model/audio import settings → use
importer module (SkillMode.FullAuto)
- For material creation → use
material module (SkillMode.FullAuto)
- For script creation → use
script module
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 asset
asset_find - Search assets (returns list)
asset_refresh - Refresh AssetDatabase
asset_get_info - Get asset information
asset_reimport - Force reimport asset
asset_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: [{success, sourcePath, destinationPath}]}
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: [{success, path}]}
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: [{success, sourcePath, destinationPath}]}
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.
No parameters.
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
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. |