/assets-refresh
Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when triggered.
$ npx -y skills add IvanMurzak/Unity-MCP --skill assets-refresh --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
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/assets-refresh
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The summary Claude sees to decide when to auto-load this skill.
Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when triggered.
SKILL.md
assets-refresh.SKILL.mdname: assets-refresh
description: Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when triggered.
Assets / Refresh
Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.
Inputs
- `options` — `ImportAssetOptions` flag (default `ForceSynchronousImport`).
- `requestId` — required for processing-mode responses; the tool returns `Processing` immediately and delivers a follow-up completion when compilation finishes.
Behavior
Runs `AssetDatabase.Refresh(options)`. If `EditorApplication.isCompiling` is true after the refresh, schedules a post-compilation notification and returns a `Processing` response. If compilation already failed (`EditorUtility.scriptCompilationFailed`), returns `Success` with the compilation error details. Otherwise returns a plain `Success`.
How to Call
unity-mcp-cli run-tool assets-refresh --input '{
"options": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-refresh --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-refresh --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 | |------|------|----------|-------------| | `options` | `any` | No | Asset import options. |
Input JSON Schema
{
"type": "object",
"properties": {
"options": {
"$ref": "#/$defs/UnityEditor.ImportAssetOptions"
}
},
"$defs": {
"UnityEditor.ImportAssetOptions": {
"type": "string",
"enum": [
"Default",
"ForceUpdate",
"ForceSynchronousImport",
"ImportRecursive",
"DontDownloadFromCacheServer",
"ForceUncompressedImport"
]
}
}
}Output
This tool does not return structured output.
Read more
name: assets-refresh description: Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when triggered.
Assets / Refresh
Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.
Inputs
- `options` — `ImportAssetOptions` flag (default `ForceSynchronousImport`).
- `requestId` — required for processing-mode responses; the tool returns `Processing` immediately and delivers a follow-up completion when compilation finishes.
Behavior
Runs `AssetDatabase.Refresh(options)`. If `EditorApplication.isCompiling` is true after the refresh, schedules a post-compilation notification and returns a `Processing` response. If compilation already failed (`EditorUtility.scriptCompilationFailed`), returns `Success` with the compilation error details. Otherwise returns a plain `Success`.
How to Call
unity-mcp-cli run-tool assets-refresh --input '{
"options": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-refresh --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-refresh --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 | |------|------|----------|-------------| | `options` | `any` | No | Asset import options. |
Input JSON Schema
{
"type": "object",
"properties": {
"options": {
"$ref": "#/$defs/UnityEditor.ImportAssetOptions"
}
},
"$defs": {
"UnityEditor.ImportAssetOptions": {
"type": "string",
"enum": [
"Default",
"ForceUpdate",
"ForceSynchronousImport",
"ImportRecursive",
"DontDownloadFromCacheServer",
"ForceUncompressedImport"
]
}
}
}Output
This tool does not return structured output.
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
Other skills on ivanmurzak-unity-mcp.
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Open skill - /github-pr-review-fix
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
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

