SuperAPI AI Directory

unity-asset

Coding & development

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Updated 10-15 17:25

About this skill

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Organizing project assets
  • Importing or relocating files
  • Querying asset metadata
  • Scripting AssetDatabase operations
  • Organize engineering resources, import or move files, query resource metadata, script AssetDatabase operations
Unity Asset Skills

BATCH-FIRST: Use *_batch skills when operating on 2+ assets.

Operating Mode

  • Approval: This module is Mixed — asset_find / asset_get_info / asset_get_labels labeled SkillMode.SemiAuto, can be executed directly; write-type skill (asset_move / asset_move_batch / asset_duplicate / asset_create_folder / asset_create_folder_batch / asset_refresh / asset_reimport* / asset_set_labels) uses the default SkillMode.FullAuto, requires grant.
  • Auto / Bypass: FullAuto executes directly.
  • Contains NeverInSemi high-risk skill:asset_import / asset_import_batch (labeled RiskLevel = "high" — writes to project);asset_delete / asset_delete_batch (Operation.Delete). Under Approval/Auto these return MODE_FORBIDDEN, and can only be invoked via Bypass or an Allowlist match.

DO NOT (common hallucinations):

  • asset_create does not exist → use asset_create_folder (folders), material_create (materials), script_create (scripts)
  • asset_rename does not exist → use asset_move with new path
  • asset_search does not exist → use asset_find with searchFilter syntax (e.g. t:Texture2D player)
  • asset_copy does not exist → use asset_duplicate

Routing:

  • For texture/model/audio import settings → use importer module (SkillMode.FullAuto)
  • For material creation → use material module (SkillMode.FullAuto)
  • For script creation → use script module

Skills Overview

Single Object Batch Version Use Batch When
asset_import asset_import_batch Importing 2+ files
asset_delete asset_delete_batch Deleting 2+ assets
asset_move asset_move_batch Moving 2+ assets
asset_create_folder asset_create_folder_batch Creating 2+ folders

No batch needed:

  • asset_duplicate - Duplicate single asset
  • asset_find - Search assets (returns list)
  • asset_refresh - Refresh AssetDatabase
  • asset_get_info - Get asset information
  • asset_reimport - Force reimport asset
  • asset_reimport_batch - Reimport multiple assets

Skills

asset_import

Import an external file into the project.

Parameter Type Required Description
sourcePath string Yes External file path
destinationPath string Yes Project destination

asset_import_batch

Import multiple external files.

Parameter Type Required Default Description
items json string Yes - JSON array of per-item objects (see example below)

items currently expects a JSON string, not a native array.

Returns: {success, totalItems, successCount, failCount, results: [{success, sourcePath, destinationPath}]}

import json

unity_skills.call_skill("asset_import_batch", items=json.dumps([
    {"sourcePath": "C:/Downloads/tex1.png", "destinationPath": "Assets/Textures/tex1.png"},
    {"sourcePath": "C:/Downloads/tex2.png", "destinationPath": "Assets/Textures/tex2.png"}
]))

asset_delete

Delete an asset from the project.

Parameter Type Required Description
assetPath string Yes Asset path to delete

asset_delete_batch

Delete multiple assets.

Parameter Type Required Default Description
items json string Yes - JSON array of per-item objects (see example below)

items currently expects a JSON string, not a native array.

Returns: {success, totalItems, successCount, failCount, results: [{success, path}]}

import json

unity_skills.call_skill("asset_delete_batch", items=json.dumps([
    {"path": "Assets/Textures/old1.png"},
    {"path": "Assets/Textures/old2.png"}
]))

asset_move

Move or rename an asset.

Parameter Type Required Description
sourcePath string Yes Current asset path
destinationPath string Yes New path/name

asset_move_batch

Move multiple assets.

Parameter Type Required Default Description
items json string Yes - JSON array of per-item objects (see example below)

items currently expects a JSON string, not a native array.

Returns: {success, totalItems, successCount, failCount, results: [{success, sourcePath, destinationPath}]}

import json

unity_skills.call_skill("asset_move_batch", items=json.dumps([
    {"sourcePath": "Assets/Old/mat1.mat", "destinationPath": "Assets/New/mat1.mat"},
    {"sourcePath": "Assets/Old/mat2.mat", "destinationPath": "Assets/New/mat2.mat"}
]))

asset_duplicate

Duplicate an asset.

Parameter Type Required Description
assetPath string Yes Asset to duplicate

asset_find

Find assets by search filter.

Parameter Type Required Default Description
searchFilter string Yes - Search query
limit int No 50 Max results to return

Search Filter Syntax:

Filter Example Description
t:Type t:Texture2D By type
l:Label l:Architecture By label
name player By name
Combined t:Material player Multiple filters

Returns: {count, totalFound, assets: [{path, name, type}]}

asset_create_folder

Create a folder in the project.

Parameter Type Required Description
folderPath string Yes Full folder path

asset_create_folder_batch

Create multiple folders.

Parameter Type Required Default Description
items json string Yes - JSON array of per-item objects (see example below)

items currently expects a JSON string, not a native array. The parent folder of each entry must already exist, so order nested folders outermost-first within one call.

Returns: {success, totalItems, successCount, failCount, results: [{target, success, path, guid}]}

import json

unity_skills.call_skill("asset_create_folder_batch", items=json.dumps([
    {"folderPath": "Assets/Art"},
    {"folderPath": "Assets/Art/Textures"}
]))

asset_refresh

Refresh the AssetDatabase after external changes, e.g. files you wrote or deleted with your own file tools.

No parameters.

Returns: {success, message, compileTriggered}. When the refresh starts a script compilation (a .cs, .asmdef, .asmref, .rsp or .dll changed), compileTriggered is true and the result adds status:"accepted", jobId, waitUrl (/jobs/<jobId>?wait=90), serverAvailability and, when Unity reported the files, scriptChanges (up to 20 paths; scriptChangesTruncated counts the rest). compileTriggered:false means there is nothing to wait for.

Wrote a .cs yourself? Call asset_refresh, then GET its waitUrl, retrying the same URL through the domain reload: curl -s --retry 20 --retry-connrefused --retry-all-errors --retry-delay 2 "http://localhost:<port>/jobs/<jobId>?wait=90". status:"completed" means the new types are ready to use; "failed" lists the compile errors in resultData.compilation.errors. The diagnostics are project-wide (compilation.scope:"project"); compilation.compiled:false means no compilation followed the refresh.

asset_get_info

Get information about an asset.

Parameter Type Required Description
assetPath string Yes Asset path

asset_reimport

Force reimport of an asset.

Parameter Type Required Description
assetPath string Yes Asset path to reimport

asset_reimport_batch

Reimport multiple assets matching a pattern.

Parameter Type Required Description
searchFilter string No AssetDatabase search filter (default *)
folder string No Folder root to search (default Assets)
limit int No Max assets to reimport (default 100)

asset_set_labels

Set labels on an asset (overwrites existing labels).

Parameter Type Required Description
assetPath string Yes Asset path
labels string Yes Comma-separated labels (e.g. "ui,icon,hud"). Empty entries are dropped

Returns: {success, assetPath, labels: [...]}

asset_get_labels

Get the labels currently attached to an asset.

Parameter Type Required Description
assetPath string Yes Asset path

Returns: {success, assetPath, labels: [...]}


Minimal Example

import unity_skills

# GOOD: 1 API call instead of 4
unity_skills.call_skill("asset_move_batch", items=[
    {"sourcePath": "Assets/tex1.png", "destinationPath": "Assets/Textures/tex1.png"},
    {"sourcePath": "Assets/tex2.png", "destinationPath": "Assets/Textures/tex2.png"},
    {"sourcePath": "Assets/tex3.png", "destinationPath": "Assets/Textures/tex3.png"},
    {"sourcePath": "Assets/tex4.png", "destinationPath": "Assets/Textures/tex4.png"}
])

Best Practices

  1. Organize assets in logical folders
  2. Use consistent naming conventions
  3. Refresh after external file changes
  4. Use search filters for efficiency
  5. Backup before bulk delete operations

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Common Errors

Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md

Error Trigger Fix
TARGET_NOT_FOUND The source file, asset path, or target asset could not be found. Verify the path with asset_find / asset_get_info, ensure the file exists, and retry with the exact project-relative path.
MISSING_PARAM A required path parameter is empty or not provided (caught by path validation). Provide the required assetPath, sourcePath, destinationPath, or folderPath.
SEMANTIC_INVALID The path is invalid (e.g., contains .., does not start with Assets//Packages/, or the folder already exists). Use a normalized project-relative path under Assets/ or Packages/; choose a different folder name if it already exists.
SKILL_ERROR A low-level AssetDatabase or filesystem operation failed, such as Failed to delete asset, AssetDatabase.MoveAsset returned an error, or folder creation failed. Resolve the issue described in the message (e.g., close locked files, fix parent path) and retry.