proj/SKILLS/assets-find/SKILL.md
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).
npx skillsauth add luxuia/testgame1 assets-findInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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).
Execute this tool directly via the MCP Plugin HTTP API:
curl -X POST http://localhost:52605/api/tools/assets-find \
-H "Content-Type: application/json" \
-d '{
"filter": "string_value",
"searchInFolders": "string_value",
"maxResults": 0
}'
curl -X POST http://localhost:52605/api/tools/assets-find \
-H "Content-Type: application/json" \
-H "Authorization: Bearer YOUR_TOKEN" \
-d '{
"filter": "string_value",
"searchInFolders": "string_value",
"maxResults": 0
}'
The token is stored in the file:
UserSettings/AI-Game-Developer-Config.jsonUsing the format:"token": "YOUR_TOKEN"
| 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. |
{
"type": "object",
"properties": {
"filter": {
"type": "string",
"description": "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 \u0027l:\u0027 before each label. Types (t:): Find assets based on explicitly identified types. Use \u0027t:\u0027 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 \u0027all\u0027, \u0027assets\u0027, and \u0027packages\u0027. Globbing (glob:): Use globbing to match specific rules. Note: Searching is case insensitive."
},
"searchInFolders": {
"$ref": "#/$defs/System.String[]",
"description": "The folders where the search will start. If null, the search will be performed in all folders."
},
"maxResults": {
"type": "integer",
"description": "Maximum number of assets to return. If the number of found assets exceeds this limit, the result will be truncated."
}
},
"$defs": {
"System.String[]": {
"type": "array",
"items": {
"type": "string"
}
}
}
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/System.Collections.Generic.List\u003Ccom.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef\u003E"
}
},
"$defs": {
"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\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."
}
}
},
"required": [
"result"
]
}
data-ai
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development
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tools
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tools
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