/assets-find
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.
$ npx -y skills add IvanMurzak/Unity-MCP --skill assets-find --agent claude-codeHow it fires
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/assets-find
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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.
SKILL.md
assets-find.SKILL.mdname: assets-find
description: "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."
Assets / Find
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).
Filter syntax
- **Name** — filter assets by their filename (without extension). Words separated by whitespace are treated as separate name searches.
- **Labels (`l:`)** — assets can have labels attached. Use `l:` before each label.
- **Types (`t:`)** — find assets based on explicitly identified types. Available types include AnimationClip, AudioClip, AudioMixer, ComputeShader, Font, GUISkin, Material, Mesh, Model, PhysicMaterial, Prefab, Scene, Script, Shader, Sprite, Texture, VideoClip, VisualEffectAsset, VisualEffectSubgraph.
- **AssetBundles (`b:`)** — find assets which are part of an Asset bundle.
- **Area (`a:`)** — find assets in a specific area. Valid values: `all`, `assets`, `packages`.
- **Globbing (`glob:`)** — use globbing to match specific rules.
Searching is case-insensitive. Use `searchInFolders` to restrict the search scope. `maxResults` caps the returned list (default 10) — results beyond it are truncated.
How to Call
unity-mcp-cli run-tool assets-find --input '{
"filter": "string_value",
"searchInFolders": "string_value",
"maxResults": 0
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-find --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-find --input-file - <<'EOF' > {"param": "value"} > EOF > ```
Troubleshooting
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.
Input
| Name | Type | Required | Description | |------|------|----------|-------------| | `filter` | `string` | No | The filter string can contain search data. Could be empty. Name: Filter assets by their filename (without extension). Words separated by whitespace are treated as separate name searches. Labels (l:): Assets can have labels attached to them. Use 'l:' before each label. Types (t:): Find assets based on explicitly identified types. Use 't:' keyword. Available types: AnimationClip, AudioClip, AudioMixer, ComputeShader, Font, GUISkin, Material, Mesh, Model, PhysicMaterial, Prefab, Scene, Script, Shader, Sprite, Texture, VideoClip, VisualEffectAsset, VisualEffectSubgraph. AssetBundles (b:): Find assets which are part of an Asset bundle. Area (a:): Find assets in a specific area. Valid values are 'all', 'assets', and 'packages'. Globbing (glob:): Use globbing to match specific rules. Note: Searching is case insensitive. | | `searchInFolders` | `any` | No | The folders where the search will start. If null, the search will be performed in all folders. | | `maxResults` | `integer` | No | Maximum number of assets to return. If the number of found assets exceeds this limit, the result will be truncated. |
Input JSON Schema
{
"type": "object",
"properties": {
"filter": {
"type": "string"
},
"searchInFolders": {
"$ref": "#/$defs/System.String-1"
},
"maxResults": {
"type": "integer"
}
},
"$defs": {
"System.String-1": {
"type": "array",
"items": {
"type": "string"
}
}
}
}Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/System.Collections.Generic.List(AIGD.AssetObjectRef)"
}
},
"$defs": {
"AIGD.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
},
"System.Type": {
"type": "string"
},
"System.Collections.Generic.List(AIGD.AssetObjectRef)": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.AssetObjectRef",
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
}
}
},
"required": [
"result"
]
}Read more
name: assets-find description: "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."
Assets / Find
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).
Filter syntax
- **Name** — filter assets by their filename (without extension). Words separated by whitespace are treated as separate name searches.
- **Labels (`l:`)** — assets can have labels attached. Use `l:` before each label.
- **Types (`t:`)** — find assets based on explicitly identified types. Available types include AnimationClip, AudioClip, AudioMixer, ComputeShader, Font, GUISkin, Material, Mesh, Model, PhysicMaterial, Prefab, Scene, Script, Shader, Sprite, Texture, VideoClip, VisualEffectAsset, VisualEffectSubgraph.
- **AssetBundles (`b:`)** — find assets which are part of an Asset bundle.
- **Area (`a:`)** — find assets in a specific area. Valid values: `all`, `assets`, `packages`.
- **Globbing (`glob:`)** — use globbing to match specific rules.
Searching is case-insensitive. Use `searchInFolders` to restrict the search scope. `maxResults` caps the returned list (default 10) — results beyond it are truncated.
How to Call
unity-mcp-cli run-tool assets-find --input '{
"filter": "string_value",
"searchInFolders": "string_value",
"maxResults": 0
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-find --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-find --input-file - <<'EOF' > {"param": "value"} > EOF > ```
Troubleshooting
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.
Input
| Name | Type | Required | Description | |------|------|----------|-------------| | `filter` | `string` | No | The filter string can contain search data. Could be empty. Name: Filter assets by their filename (without extension). Words separated by whitespace are treated as separate name searches. Labels (l:): Assets can have labels attached to them. Use 'l:' before each label. Types (t:): Find assets based on explicitly identified types. Use 't:' keyword. Available types: AnimationClip, AudioClip, AudioMixer, ComputeShader, Font, GUISkin, Material, Mesh, Model, PhysicMaterial, Prefab, Scene, Script, Shader, Sprite, Texture, VideoClip, VisualEffectAsset, VisualEffectSubgraph. AssetBundles (b:): Find assets which are part of an Asset bundle. Area (a:): Find assets in a specific area. Valid values are 'all', 'assets', and 'packages'. Globbing (glob:): Use globbing to match specific rules. Note: Searching is case insensitive. | | `searchInFolders` | `any` | No | The folders where the search will start. If null, the search will be performed in all folders. | | `maxResults` | `integer` | No | Maximum number of assets to return. If the number of found assets exceeds this limit, the result will be truncated. |
Input JSON Schema
{
"type": "object",
"properties": {
"filter": {
"type": "string"
},
"searchInFolders": {
"$ref": "#/$defs/System.String-1"
},
"maxResults": {
"type": "integer"
}
},
"$defs": {
"System.String-1": {
"type": "array",
"items": {
"type": "string"
}
}
}
}Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/System.Collections.Generic.List(AIGD.AssetObjectRef)"
}
},
"$defs": {
"AIGD.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
},
"System.Type": {
"type": "string"
},
"System.Collections.Generic.List(AIGD.AssetObjectRef)": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.AssetObjectRef",
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
}
}
},
"required": [
"result"
]
}Get up and running in three steps: Install plugin — download the .unitypackage installer or run openupm add com.ivanmurzak.unity.mcp Alternative: npx unity-mcp-cli install-plugin ./MyUnityProject — see CLI documentation Pick an AI agent — Claude Code, Claude
Repo: IvanMurzak/Unity-MCP
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Open skill - /github-pr-review-fix
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Open skill - /assets-copy
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.
Open skill - /assets-create-folder
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).
Open skill - /assets-delete
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Open skill - /assets-find-built-in
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.
Open skill

