build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Create a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing. Use 'assets-shader-list-all' to find a valid `shaderName`.
$ npx -y skills add IvanMurzak/Unity-MCP --skill assets-material-create --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/assets-material-createContext preview
The summary Claude sees to decide when to auto-load this skill.
Create a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing. Use 'assets-shader-list-all' to find a valid `shaderName`.
name: assets-material-create description: Create a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing. Use 'assets-shader-list-all' to find a valid `shaderName`.
Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
Throws if the path is empty, malformed, or the shader cannot be resolved. Creates a default Material from the resolved shader, saves it, refreshes the AssetDatabase, and returns an `AssetObjectRef` pointing at the new asset.
unity-mcp-cli run-tool assets-material-create --input '{
"assetPath": "string_value",
"shaderName": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-material-create --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-material-create --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 | |------|------|----------|-------------| | `assetPath` | `string` | Yes | Asset path. Starts with 'Assets/'. Ends with '.mat'. | | `shaderName` | `string` | Yes | Name of the shader that need to be used to create the material. |
{
"type": "object",
"properties": {
"assetPath": {
"type": "string"
},
"shaderName": {
"type": "string"
}
},
"required": [
"assetPath",
"shaderName"
]
}{
"type": "object",
"properties": {
"result": {
"$ref": "#/$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."
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"AIGD.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
},
"assetType": {
"$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."
}
},
"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
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
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.…
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
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…