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).
Filter syntax
- 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. Use l: before each label.
- Types (
t:) — find assets based on explicitly identified types. Available types include 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: all, assets, packages.
- Globbing (
glob:) — use globbing to match specific rules.
Searching is case-insensitive. Use searchInFolders to restrict the search scope. maxResults caps the returned list (default 10) — results beyond it are truncated.
How to Call
unity-mcp-cli run-tool assets-find --input '{
"filter": "string_value",
"searchInFolders": "string_value",
"maxResults": 0
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool assets-find --input-file args.json
Or pipe via stdin (recommended):
unity-mcp-cli run-tool assets-find --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 |
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. |
Input JSON Schema
{
"type": "object",
"properties": {
"filter": {
"type": "string"
},
"searchInFolders": {
"$ref": "#/$defs/System.String-1"
},
"maxResults": {
"type": "integer"
}
},
"$defs": {
"System.String-1": {
"type": "array",
"items": {
"type": "string"
}
}
}
}
Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/System.Collections.Generic.List(AIGD.AssetObjectRef)"
}
},
"$defs": {
"AIGD.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"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(AIGD.AssetObjectRef)": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.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"
]
}
1---2name: assets-find3description: Search the Unity asset database using a search filter string. The filter accepts names, labels (`l:`), types (`t:`), AssetBundles (`b:`), areas (`a:`), and globs (`glob:`). See the body for the full filter syntax.4---5
6# Assets / Find
7
8Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).
9
10## Filter syntax
11
12- **Name** — filter assets by their filename (without extension). Words separated by whitespace are treated as separate name searches.
13- **Labels (`l:`)** — assets can have labels attached. Use `l:` before each label.
14- **Types (`t:`)** — find assets based on explicitly identified types. Available types include AnimationClip, AudioClip, AudioMixer, ComputeShader, Font, GUISkin, Material, Mesh, Model, PhysicMaterial, Prefab, Scene, Script, Shader, Sprite, Texture, VideoClip, VisualEffectAsset, VisualEffectSubgraph.
15- **AssetBundles (`b:`)** — find assets which are part of an Asset bundle.
16- **Area (`a:`)** — find assets in a specific area. Valid values: `all`, `assets`, `packages`.
17- **Globbing (`glob:`)** — use globbing to match specific rules.
18
19Searching is case-insensitive. Use `searchInFolders` to restrict the search scope. `maxResults` caps the returned list (default 10) — results beyond it are truncated.
20
21## How to Call
22
23```bash
24unity-mcp-cli run-tool assets-find --input '{
25 "filter": "string_value",
26 "searchInFolders": "string_value",
27 "maxResults": 0
28}'
29```
30
31> For complex input (multi-line strings, code), save the JSON to a file and use:
32> ```bash
33> unity-mcp-cli run-tool assets-find --input-file args.json
34> ```
35>
36> Or pipe via stdin (recommended):
37> ```bash
38> unity-mcp-cli run-tool assets-find --input-file - <<'EOF'
39> {"param": "value"}
40> EOF
41> ```
42
43
44### Troubleshooting
45
46If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead.
47Read the /unity-initial-setup skill for detailed installation instructions.
48
49## Input
50
51| Name | Type | Required | Description |
52|------|------|----------|-------------|
53| `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. |
54| `searchInFolders` | `any` | No | The folders where the search will start. If null, the search will be performed in all folders. |
55| `maxResults` | `integer` | No | Maximum number of assets to return. If the number of found assets exceeds this limit, the result will be truncated. |
56
57### Input JSON Schema
58
59```json
60{
61 "type": "object",
62 "properties": {
63 "filter": {
64 "type": "string"
65 },
66 "searchInFolders": {
67 "$ref": "#/$defs/System.String-1"
68 },
69 "maxResults": {
70 "type": "integer"
71 }
72 },
73 "$defs": {
74 "System.String-1": {
75 "type": "array",
76 "items": {
77 "type": "string"
78 }
79 }
80 }
81}
82```
83
84## Output
85
86### Output JSON Schema
87
88```json
89{
90 "type": "object",
91 "properties": {
92 "result": {
93 "$ref": "#/$defs/System.Collections.Generic.List(AIGD.AssetObjectRef)"
94 }
95 },
96 "$defs": {
97 "AIGD.AssetObjectRef": {
98 "type": "object",
99 "properties": {
100 "instanceID": {
101 "type": "integer",
102 "description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
103 },
104 "assetType": {
105 "$ref": "#/$defs/System.Type",
106 "description": "Type of the asset."
107 },
108 "assetPath": {
109 "type": "string",
110 "description": "Path to the asset within the project. Starts with 'Assets/'"
111 },
112 "assetGuid": {
113 "type": "string",
114 "description": "Unique identifier for the asset."
115 }
116 },
117 "required": [
118 "instanceID"
119 ],
120 "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."
121 },
122 "System.Type": {
123 "type": "string"
124 },
125 "System.Collections.Generic.List(AIGD.AssetObjectRef)": {
126 "type": "array",
127 "items": {
128 "$ref": "#/$defs/AIGD.AssetObjectRef",
129 "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."
130 }
131 }
132 },
133 "required": [
134 "result"
135 ]
136}
137```
138