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assets-delete
// Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
// Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
| name | assets-delete |
| description | Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first. |
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
paths — project-relative asset paths to delete. Must be non-empty.Routes through AssetDatabase.DeleteAssets, which deletes the batch atomically. Paths Unity reports as failed are surfaced in response.Errors; successfully deleted paths are surfaced in response.DeletedPaths. The tool is destructive (removes files from disk).
unity-mcp-cli run-tool assets-delete --input '{
"paths": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool assets-delete --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool assets-delete --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 |
|---|---|---|---|
paths | any | Yes | The paths of the assets |
{
"type": "object",
"properties": {
"paths": {
"$ref": "#/$defs/System.String-1"
}
},
"$defs": {
"System.String-1": {
"type": "array",
"items": {
"type": "string"
}
}
},
"required": [
"paths"
]
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.DeleteAssetsResponse"
}
},
"$defs": {
"System.Collections.Generic.List(System.String)": {
"type": "array",
"items": {
"type": "string"
}
},
"AIGD.DeleteAssetsResponse": {
"type": "object",
"properties": {
"DeletedPaths": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)",
"description": "List of paths of deleted assets."
},
"Errors": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)",
"description": "List of errors encountered during delete operations."
}
}
}
},
"required": [
"result"
]
}
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.
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).
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.
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.
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.
Modify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification surfaces are available (content, pathPatches, jsonPatch) — see the skill body for details.