proj/SKILLS/assets-copy/SKILL.md
Copy the asset at path and stores it at newPath. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
npx skillsauth add luxuia/testgame1 assets-copyInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Copy the asset at path and stores it at newPath. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
Execute this tool directly via the MCP Plugin HTTP API:
curl -X POST http://localhost:52605/api/tools/assets-copy \
-H "Content-Type: application/json" \
-d '{
"sourcePaths": "string_value",
"destinationPaths": "string_value"
}'
curl -X POST http://localhost:52605/api/tools/assets-copy \
-H "Content-Type: application/json" \
-H "Authorization: Bearer YOUR_TOKEN" \
-d '{
"sourcePaths": "string_value",
"destinationPaths": "string_value"
}'
The token is stored in the file:
UserSettings/AI-Game-Developer-Config.jsonUsing the format:"token": "YOUR_TOKEN"
| Name | Type | Required | Description |
|------|------|----------|-------------|
| sourcePaths | any | Yes | The paths of the asset to copy. |
| destinationPaths | any | Yes | The paths to store the copied asset. |
{
"type": "object",
"properties": {
"sourcePaths": {
"$ref": "#/$defs/System.String[]",
"description": "The paths of the asset to copy."
},
"destinationPaths": {
"$ref": "#/$defs/System.String[]",
"description": "The paths to store the copied asset."
}
},
"$defs": {
"System.String[]": {
"type": "array",
"items": {
"type": "string"
}
}
},
"required": [
"sourcePaths",
"destinationPaths"
]
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets\u002BCopyAssetsResponse"
}
},
"$defs": {
"System.Collections.Generic.List\u003Ccom.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef\u003E": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.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."
}
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is \u00270\u0027 and \u0027assetPath\u0027 and \u0027assetGuid\u0027 is not provided, empty or null, then it will be used as \u0027null\u0027."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with \u0027Assets/\u0027"
},
"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\u003CSystem.String\u003E": {
"type": "array",
"items": {
"type": "string"
}
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets\u002BCopyAssetsResponse": {
"type": "object",
"properties": {
"CopiedAssets": {
"$ref": "#/$defs/System.Collections.Generic.List\u003Ccom.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef\u003E",
"description": "List of copied assets."
},
"Errors": {
"$ref": "#/$defs/System.Collections.Generic.List\u003CSystem.String\u003E",
"description": "List of errors encountered during copy operations."
}
}
}
},
"required": [
"result"
]
}
data-ai
Generates a JSON Schema for a given C# type name using reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. The type must be present in any loaded assembly. Use the full type name (e.g. 'UnityEngine.Vector3') for best results.
development
Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development.
tools
Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first.
tools
Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.