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Refresh AssetDatabase

unity_refresh_assets
Idempotent

Trigger asset reimport and script recompilation when files are written outside the Editor. Use to make a live Unity session detect external changes.

Instructions

Trigger Unity asset reimport + script recompilation on demand (AssetDatabase.Refresh).

Use when: files were written to the project from outside the Editor (scripts, models, textures) and Unity hasn't picked them up yet — e.g. background work while the Editor is unfocused. Idempotent.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A3.9/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare idempotentHint=true, destructiveHint=false, and readOnlyHint=false, so 'Idempotent' in the description merely repeats structured data. The description does add the effect scope (reimport + recompilation), but omits practical side effects such as domain reload or Editor blocking, which matter for a non-readOnly trigger.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two sentences with zero waste: the purpose and API anchor come first, the usage condition follows. Nothing redundant beyond the single repeated 'Idempotent' token.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a zero-parameter, no-output tool whose annotations already carry the safety profile, the description covers what it does and when to invoke it. The only shortfall is the absence of any caution about the cost of a full reimport/recompile.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The tool takes zero parameters, so the baseline is 4; there is no parameter meaning for the description to add or omit.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource: 'Trigger Unity asset reimport + script recompilation', anchored to the named API AssetDatabase.Refresh. The scope is concrete, but it never differentiates itself from siblings like unity_import_asset or unity_list_assets, so an agent must infer the boundary.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Gives an explicit when-to-use condition: files written from outside the Editor (scripts, models, textures) that Unity hasn't picked up yet, with a concrete example of unfocused background work. It offers no when-not or named alternative, but the trigger condition is clear enough to act on.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.