Unity-MCP connects AI coding agents to the Unity game engine through MCP, letting them work with the Unity Editor and running games. It is used by game developers to generate code, automate development and testing, debug projects, and add AI-driven behavior to games. The catalogue entries provide skills, instructions, an MCP integration, and settings for operating this workflow.
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.
npx agentmods add skills/ivanmurzak/unity-mcp/assets-findnpx skills add IvanMurzak/Unity-MCP --skill assets-findgit clone --depth 1 https://github.com/IvanMurzak/Unity-MCPWrote 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.
[](https://agentmods.dev/skills/ivanmurzak/unity-mcp/assets-find)<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/assets-find"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/assets-find.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00056 | $0.01318 |
| Opus 5 | $0.00028 | $0.00659 |
| Sonnet 5 | $0.00011 | $0.00264 |
| Haiku 4.5 | $0.00006 | $0.00132 |
Grade A, and why
assets-find 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 6d 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.
How it starts
The opening of the file, as written. The whole thing — 139 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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. Usel: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.jsonOr 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. |
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.
- 6d ago First seen · 139 lines · 56 tokens per session scan A d5822eef442c
assets-find is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,177 stars, last pushed yesterday), licensed Apache-2.0. It adds 56 tokens to every session and 1,318 once invoked, about $0.0003 per session on Opus 5. 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.
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