Topic: windsurf
1,419 skills in this topic.
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assets-create-folder
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
IvanMurzak/Unity-MCP 2,087
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build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
IvanMurzak/Unity-MCP 2,087
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assets-material-create
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.
IvanMurzak/Unity-MCP 2,087
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assets-get-data
Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
IvanMurzak/Unity-MCP 2,087
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editor-application-get-state
Returns available information about 'UnityEditor.EditorApplication'. Use it to get information about the current state of the Unity Editor application. Such as: playmode, paused state, compilation state, etc.
IvanMurzak/Unity-MCP 2,087
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assets-shader-get-data
Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.
IvanMurzak/Unity-MCP 2,087
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assets-delete
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
IvanMurzak/Unity-MCP 2,087
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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.
IvanMurzak/Unity-MCP 2,087
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assets-copy
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
IvanMurzak/Unity-MCP 2,087
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editor-application-set-state
Control the Unity Editor application state. You can start, stop, or pause the 'playmode'. Use 'editor-application-get-state' tool to get the current state first.
IvanMurzak/Unity-MCP 2,087
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unity-skill-generate
Generate all skills from the existed Tools in the Unity Project.
IvanMurzak/Unity-MCP 2,087
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console-clear-logs
Clears the MCP log cache (used by console-get-logs) and the Unity Editor Console window. Useful for isolating errors related to a specific action by clearing logs before performing the action.
IvanMurzak/Unity-MCP 2,087
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editor-selection-get
Get information about the current Selection in the Unity Editor. Use 'editor-selection-set' tool to set the selection.
IvanMurzak/Unity-MCP 2,087
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assets-find-built-in
Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
IvanMurzak/Unity-MCP 2,087
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assets-prefab-instantiate
Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.
IvanMurzak/Unity-MCP 2,087
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assets-find
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).
IvanMurzak/Unity-MCP 2,087
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assets-prefab-open
Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.
IvanMurzak/Unity-MCP 2,087
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assets-prefab-create
Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Creates folders recursively if they do not exist. If the source GameObject is already a prefab instance and 'connectGameObjectToPrefab' is true, a Prefab Variant is created automatically. To create a Prefab Variant from an existing prefab asset, provide 'sourcePrefabAssetPath' instead of 'gameObjectRef'. Use 'gameobject-find' tool to find the target GameObject first.
IvanMurzak/Unity-MCP 2,087
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assets-prefab-save
Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
IvanMurzak/Unity-MCP 2,087
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assets-shader-list-all
List all available shaders in the project assets and packages. Returns their names. Use this to find a shader name for 'assets-material-create' tool.
IvanMurzak/Unity-MCP 2,087
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console-get-logs
Retrieves Unity Editor logs. Useful for debugging and monitoring Unity Editor activity.
IvanMurzak/Unity-MCP 2,087
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assets-prefab-close
Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
IvanMurzak/Unity-MCP 2,087
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assets-modify
Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
IvanMurzak/Unity-MCP 2,087
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assets-move
Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving.
IvanMurzak/Unity-MCP 2,087