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Use 'assets-find' tool to find asset before using this tool.","devwinsoft\u002Fdevian","devwinsoft","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F22570160?v=4","01M6C6RR8W05NH8NPKQNCE3Q72","maoshy","01M6C6RRDJ5TJJCZXRTY801YDH",0,"MIT","https:\u002F\u002Fgithub.com\u002Fdevwinsoft\u002Fdevian\u002Fblob\u002Fmain\u002Fframework-cs\u002Fapps\u002FUnityExample\u002FSKILLS\u002Fassets-get-data\u002FSKILL.md",[18],{"categoryNo":19,"categoryName":20,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000033","数据分析师","PROFESSION","适用职业",[24,25,26,27,28,29,30,31],"data","assets","assets get data","file","tool","find","use","properties","2026-11-10 10:12:30",false,"﻿---\nname: assets-get-data\ndescription: 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.\n---\n\n# Assets \u002F Get Data\n\nGet 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.\n\n## How to Call\n\n### HTTP API (Direct Tool Execution)\n\nExecute this tool directly via the MCP Plugin HTTP API:\n\n```bash\ncurl -X POST http:\u002F\u002Flocalhost:50187\u002Fapi\u002Ftools\u002Fassets-get-data \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -d '{\n  \"assetRef\": \"string_value\"\n}'\n```\n\n#### With Authorization (if required)\n\n```bash\ncurl -X POST http:\u002F\u002Flocalhost:50187\u002Fapi\u002Ftools\u002Fassets-get-data \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -H \"Authorization: Bearer YOUR_TOKEN\" \\\n  -d '{\n  \"assetRef\": \"string_value\"\n}'\n```\n\n> The token is stored in the file: `UserSettings\u002FAI-Game-Developer-Config.json`\n> Using the format: `\"token\": \"YOUR_TOKEN\"`\n\n## Input\n\n| Name | Type | Required | Description |\n|------|------|----------|-------------|\n| `assetRef` | `any` | Yes | Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders. |\n\n### Input JSON Schema\n\n```json\n{\n  \"type\": \"object\",\n  \"properties\": {\n    \"assetRef\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef\",\n      \"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.\"\n    }\n  },\n  \"$defs\": {\n    \"System.Type\": {\n      \"type\": \"string\"\n    },\n    \"com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"instanceID\": {\n          \"type\": \"integer\",\n          \"description\": \"instanceID of the UnityEngine.Object. If this is \\u00270\\u0027 and \\u0027assetPath\\u0027 and \\u0027assetGuid\\u0027 is not provided, empty or null, then it will be used as \\u0027null\\u0027.\"\n        },\n        \"assetType\": {\n          \"$ref\": \"#\u002F$defs\u002FSystem.Type\",\n          \"description\": \"Type of the asset.\"\n        },\n        \"assetPath\": {\n          \"type\": \"string\",\n          \"description\": \"Path to the asset within the project. Starts with \\u0027Assets\u002F\\u0027\"\n        },\n        \"assetGuid\": {\n          \"type\": \"string\",\n          \"description\": \"Unique identifier for the asset.\"\n        }\n      },\n      \"required\": [\n        \"instanceID\"\n      ],\n      \"description\": \"Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders.\"\n    }\n  },\n  \"required\": [\n    \"assetRef\"\n  ]\n}\n```\n\n## Output\n\n### Output JSON Schema\n\n```json\n{\n  \"type\": \"object\",\n  \"properties\": {\n    \"result\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\"\n    }\n  },\n  \"$defs\": {\n    \"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList\": {\n      \"type\": \"array\",\n      \"items\": {\n        \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\"\n      }\n    },\n    \"com.IvanMurzak.ReflectorNet.Model.SerializedMember\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"typeName\": {\n          \"type\": \"string\",\n          \"description\": \"Full type name. Eg: \\u0027System.String\\u0027, \\u0027System.Int32\\u0027, \\u0027UnityEngine.Vector3\\u0027, etc.\"\n        },\n        \"name\": {\n          \"type\": \"string\",\n          \"description\": \"Object name.\"\n        },\n        \"value\": {\n          \"description\": \"Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json.\"\n        },\n        \"fields\": {\n          \"type\": \"array\",\n          \"items\": {\n            \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n            \"description\": \"Nested field value.\"\n          },\n          \"description\": \"Fields of the object, serialized as a list of \\u0027SerializedMember\\u0027.\"\n        },\n        \"props\": {\n          \"type\": \"array\",\n          \"items\": {\n            \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n            \"description\": \"Nested property value.\"\n          },\n          \"description\": \"Properties of the object, serialized as a list of \\u0027SerializedMember\\u0027.\"\n        }\n      },\n      \"required\": [\n        \"typeName\"\n      ],\n      \"additionalProperties\": false\n    }\n  },\n  \"required\": [\n    \"result\"\n  ]\n}\n```\n\n","# Assets \u002F Get Data\n\nGet 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.\n\n## How to Call\n\n### HTTP API (Direct Tool Execution)\n\nExecute this tool directly via the MCP Plugin HTTP API:\n\n```bash\ncurl -X POST http:\u002F\u002Flocalhost:50187\u002Fapi\u002Ftools\u002Fassets-get-data \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -d '{\n  \"assetRef\": \"string_value\"\n}'\n```\n\n#### With Authorization (if required)\n\n```bash\ncurl -X POST http:\u002F\u002Flocalhost:50187\u002Fapi\u002Ftools\u002Fassets-get-data \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -H \"Authorization: Bearer YOUR_TOKEN\" \\\n  -d '{\n  \"assetRef\": \"string_value\"\n}'\n```\n\n> The token is stored in the file: `UserSettings\u002FAI-Game-Developer-Config.json`\n> Using the format: `\"token\": \"YOUR_TOKEN\"`\n\n## Input\n\n| Name | Type | Required | Description |\n|------|------|----------|-------------|\n| `assetRef` | `any` | Yes | Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders. |\n\n### Input JSON Schema\n\n```json\n{\n  \"type\": \"object\",\n  \"properties\": {\n    \"assetRef\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef\",\n      \"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.\"\n    }\n  },\n  \"$defs\": {\n    \"System.Type\": {\n      \"type\": \"string\"\n    },\n    \"com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"instanceID\": {\n          \"type\": \"integer\",\n          \"description\": \"instanceID of the UnityEngine.Object. If this is \\u00270\\u0027 and \\u0027assetPath\\u0027 and \\u0027assetGuid\\u0027 is not provided, empty or null, then it will be used as \\u0027null\\u0027.\"\n        },\n        \"assetType\": {\n          \"$ref\": \"#\u002F$defs\u002FSystem.Type\",\n          \"description\": \"Type of the asset.\"\n        },\n        \"assetPath\": {\n          \"type\": \"string\",\n          \"description\": \"Path to the asset within the project. Starts with \\u0027Assets\u002F\\u0027\"\n        },\n        \"assetGuid\": {\n          \"type\": \"string\",\n          \"description\": \"Unique identifier for the asset.\"\n        }\n      },\n      \"required\": [\n        \"instanceID\"\n      ],\n      \"description\": \"Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders.\"\n    }\n  },\n  \"required\": [\n    \"assetRef\"\n  ]\n}\n```\n\n## Output\n\n### Output JSON Schema\n\n```json\n{\n  \"type\": \"object\",\n  \"properties\": {\n    \"result\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\"\n    }\n  },\n  \"$defs\": {\n    \"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList\": {\n      \"type\": \"array\",\n      \"items\": {\n        \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\"\n      }\n    },\n    \"com.IvanMurzak.ReflectorNet.Model.SerializedMember\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"typeName\": {\n          \"type\": \"string\",\n          \"description\": \"Full type name. Eg: \\u0027System.String\\u0027, \\u0027System.Int32\\u0027, \\u0027UnityEngine.Vector3\\u0027, etc.\"\n        },\n        \"name\": {\n          \"type\": \"string\",\n          \"description\": \"Object name.\"\n        },\n        \"value\": {\n          \"description\": \"Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json.\"\n        },\n        \"fields\": {\n          \"type\": \"array\",\n          \"items\": {\n            \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n            \"description\": \"Nested field value.\"\n          },\n          \"description\": \"Fields of the object, serialized as a list of \\u0027SerializedMember\\u0027.\"\n        },\n        \"props\": {\n          \"type\": \"array\",\n          \"items\": {\n            \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n            \"description\": \"Nested property value.\"\n          },\n          \"description\": \"Properties of the object, serialized as a list of \\u0027SerializedMember\\u0027.\"\n        }\n      },\n      \"required\": [\n        \"typeName\"\n      ],\n      \"additionalProperties\": false\n    }\n  },\n  \"required\": [\n    \"result\"\n  ]\n}\n```\n\n",{"name":5,"description":7},"main","8cb5bd877a3a7004867d2f55697cb9e4ff2f1734","framework-cs\u002Fapps\u002FUnityExample\u002FSKILLS\u002Fassets-get-data","https:\u002F\u002Fgithub.com\u002Fdevwinsoft\u002Fdevian","https:\u002F\u002Fgithub.com\u002Fdevwinsoft","Kim Hyong Joon","2026-04-12 18:44:10",{"source":8,"skillName":5,"commands":45,"prompt":55,"zipAvailable":56},[46,49,52],{"tool":47,"command":48},"npx","npx skills add devwinsoft\u002Fdevian --skill assets-get-data",{"tool":50,"command":51},"bunx","bunx skills add devwinsoft\u002Fdevian --skill assets-get-data",{"tool":53,"command":54},"pnpm","pnpm dlx skills add devwinsoft\u002Fdevian --skill 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