unity-asset-management

unity-asset-management is a skill for Claude Code from akiojin/unity-mcp-server. It costs 0 tokens per session (4,529 once invoked), scanned A, original, MIT.

Guidance and tools for creating, editing, finding, and organizing assets in the Unity game engine. It covers prefabs, materials, Unity's asset database, Addressables, imports, and dependencies.

In plain words
What is it for?
Use it to create or place prefabs, edit materials, search for textures, inspect dependencies, configure import settings, and manage Addressables, which are Unity's system for loading assets by reference.
Why use it?
It helps manage game assets consistently and makes it easier to locate assets or understand what other files depend on them.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the unity-mcp-server plugin — 8 skills, 2 commands, 1 agent shipped together

Good fit Use it to create or place prefabs, edit materials, search for textures, inspect dependencies, configure import settings, and manage Addressables, which are Unity's system for loading assets by reference.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/akiojin/unity-mcp-server/unity-asset-management
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add akiojin/unity-mcp-server --skill unity-asset-management
Clone the repo
git clone --depth 1 https://github.com/akiojin/unity-mcp-server

Made for: Claude Code.

Or install unity-mcp-server, the plugin that ships this one along with the rest of its 8 skills, 2 commands, 1 agent.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-asset-management

README.md
[![agentmods](https://agentmods.dev/badge/skills/akiojin/unity-mcp-server/unity-asset-management.svg)](https://agentmods.dev/skills/akiojin/unity-mcp-server/unity-asset-management)
Your own site
<a href="https://agentmods.dev/skills/akiojin/unity-mcp-server/unity-asset-management"><img src="https://agentmods.dev/badge/skills/akiojin/unity-mcp-server/unity-asset-management.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,529 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.04529
Opus 5 $0.00000 $0.02264
Sonnet 5 $0.00000 $0.00906
Haiku 4.5 $0.00000 $0.00453

Measured 7d ago against content hash f3cbb18e5cc5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

unity-asset-management scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude-plugin/plugins/unity-mcp-server/skills/unity-asset-management/SKILL.md · 763 lines

How it starts

The opening of the file, as written. The whole thing — 763 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Asset Management

A guide for managing prefabs, materials, asset database, and Addressables.

Quick Start

1. Create and Place Prefabs

// Create prefab from GameObject
mcp__unity-mcp-server__create_prefab({
  prefabPath: "Assets/Prefabs/Enemy.prefab",
  gameObjectPath: "/Enemy"
})

// Instantiate prefab in scene
mcp__unity-mcp-server__instantiate_prefab({
  prefabPath: "Assets/Prefabs/Enemy.prefab",
  position: { x: 5, y: 0, z: 0 },
  name: "Enemy_01"
})

2. Create Material

// Create basic material
mcp__unity-mcp-server__create_material({
  materialPath: "Assets/Materials/RedMetal.mat",
  shader: "Standard",
  properties: {
    "_Color": [1, 0, 0, 1],
    "_Metallic": 0.8,
    "_Glossiness": 0.6
  }
})

3. Search Assets

// Search for textures
mcp__unity-mcp-server__manage_asset_database({
  action: "find_assets",
  filter: "t:Texture2D"
})

Prefab Management

Create Prefab

// Create prefab from scene GameObject
mcp__unity-mcp-server__create_prefab({
  prefabPath: "Assets/Prefabs/Player.prefab",
  gameObjectPath: "/Player"
})

// Create empty prefab
mcp__unity-mcp-server__create_prefab({
  prefabPath: "Assets/Prefabs/Empty.prefab",
  createFromTemplate: true
})

// Allow overwrite
mcp__unity-mcp-server__create_prefab({
  prefabPath: "Assets/Prefabs/Player.prefab",
  gameObjectPath: "/Player",
  overwrite: true
})

Prefab Mode (Editing)

// Open prefab
mcp__unity-mcp-server__open_prefab({
  prefabPath: "Assets/Prefabs/Player.prefab"
})

// Focus on specific object
mcp__unity-mcp-server__open_prefab({
  prefabPath: "Assets/Prefabs/Player.prefab",
  focusObject: "Weapon",  // Relative path from prefab root
  isolateObject: true
})

// Edit in prefab mode (component operations, etc.)
mcp__unity-mcp-server__add_component({
  gameObjectPath: "/Player",  // In prefab mode, prefab root is the root
  componentType: "AudioSource"
})

// Save and exit prefab mode
mcp__unity-mcp-server__save_prefab()
mcp__unity-mcp-server__exit_prefab_mode({ saveChanges: true })

// Exit without saving
mcp__unity-mcp-server__exit_prefab_mode({ saveChanges: false })

Read the full file on GitHub · 763 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 7d ago First seen · 763 lines · 0 tokens per session scan A f3cbb18e5cc5

Subscribe to this mod's changes

unity-asset-management is a skill published in the GitHub repository akiojin/unity-mcp-server (34 stars, last pushed 7d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 4,529 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.