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unity-asset

Manage Unity AssetDatabase operations

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MIT
Last commit
Oct 12, 2026

SkillsForUnity/unity-skills~/skills/asset/SKILL.md

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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 ObjectBatch VersionUse Batch When
asset_importasset_import_batchImporting 2+ files
asset_deleteasset_delete_batchDeleting 2+ assets
asset_moveasset_move_batchMoving 2+ assets
asset_create_folderasset_create_folder_batchCreating 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.

ParameterTypeRequiredDescription
sourcePathstringYesExternal file path
destinationPathstringYesProject destination

asset_import_batch

Import multiple external files.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-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.

ParameterTypeRequiredDescription
assetPathstringYesAsset path to delete

asset_delete_batch

Delete multiple assets.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-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.

ParameterTypeRequiredDescription
sourcePathstringYesCurrent asset path
destinationPathstringYesNew path/name

asset_move_batch

Move multiple assets.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-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.

ParameterTypeRequiredDescription
assetPathstringYesAsset to duplicate

asset_find

Find assets by search filter.

ParameterTypeRequiredDefaultDescription
searchFilterstringYes-Search query
limitintNo50Max results to return

Search Filter Syntax:

FilterExampleDescription
t:Typet:Texture2DBy type
l:Labell:ArchitectureBy label
nameplayerBy name
Combinedt:Material playerMultiple filters

Returns: {count, totalFound, assets: [{path, name, type}]}

asset_create_folder

Create a folder in the project.

ParameterTypeRequiredDescription
folderPathstringYesFull folder path

asset_create_folder_batch

Create multiple folders.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-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" means 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.

ParameterTypeRequiredDescription
assetPathstringYesAsset path

asset_reimport

Force reimport of an asset.

ParameterTypeRequiredDescription
assetPathstringYesAsset path to reimport

asset_reimport_batch

Reimport multiple assets matching a pattern.

ParameterTypeRequiredDescription
searchFilterstringNoAssetDatabase search filter (default *)
folderstringNoFolder root to search (default Assets)
limitintNoMax assets to reimport (default 100)

asset_set_labels

Set labels on an asset (overwrites existing labels).

ParameterTypeRequiredDescription
assetPathstringYesAsset path
labelsstringYesComma-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.

ParameterTypeRequiredDescription
assetPathstringYesAsset 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

  1. Organize assets in logical folders
  2. Use consistent naming conventions
  3. Refresh after external file changes
  4. Use search filters for efficiency
  5. 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

ErrorTriggerFix
TARGET_NOT_FOUNDThe 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_PARAMA required path parameter is empty or not provided (caught by path validation).Provide the required assetPath, sourcePath, destinationPath, or folderPath.
SEMANTIC_INVALIDThe 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_ERRORA 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.

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