[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6CB6HTFSKPAS81P4XRWVKSZ":3,"skill-same:01M6CB6HTFSKPAS81P4XRWVKSZ":53},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":27,"linkOnly":28,"markdownContent":29,"markdownBody":30,"frontMatter":31,"refName":32,"commitSha":33,"skillDirectory":34,"forksCount":14,"repositoryHtmlUrl":35,"repositoryHomepageUrl":6,"ownerHtmlUrl":36,"ownerBlogUrl":6,"ownerDescription":37,"updatedAt":38,"install":39,"resources":52},"01M6CB6HTFSKPAS81P4XRWVKSZ","assets-modify",null,"Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages\u002F' folder. Please modify it in 'Assets\u002F' folder.","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-modify\u002FSKILL.md",[],[19,20,21,22,23,24,25,26],"assets","assets modify","packages","file","data","first","tool","use","2026-11-10 10:12:30",false,"﻿---\nname: assets-modify\ndescription: Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages\u002F' folder. Please modify it in 'Assets\u002F' folder.\n---\n\n# Assets \u002F Modify\n\nModify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages\u002F' folder. Please modify it in 'Assets\u002F' folder.\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-modify \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -d '{\n  \"assetRef\": \"string_value\",\n  \"content\": \"string_value\"\n}'\n```\n\n#### With Authorization (if required)\n\n```bash\ncurl -X POST http:\u002F\u002Flocalhost:50187\u002Fapi\u002Ftools\u002Fassets-modify \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -H \"Authorization: Bearer YOUR_TOKEN\" \\\n  -d '{\n  \"assetRef\": \"string_value\",\n  \"content\": \"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| `content` | `any` | Yes | The asset content. It overrides the existing asset content. |\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    \"content\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n      \"description\": \"The asset content. It overrides the existing asset content.\"\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$defs\u002FSystem.Type\",\n          \"description\": \"Type of the asset.\"\n        },\n        \"assetPath\": {\n          \"type\": \"string\",\n          \"description\": \"Path to the asset within the project. Starts with \\u0027Assets\u002F\\u0027\"\n        },\n        \"assetGuid\": {\n          \"type\": \"string\",\n          \"description\": \"Unique identifier for the asset.\"\n        }\n      },\n      \"required\": [\n        \"instanceID\"\n      ],\n      \"description\": \"Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders.\"\n    },\n    \"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList\": {\n      \"type\": \"array\",\n      \"items\": {\n        \"$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$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n            \"description\": \"Nested property value.\"\n          },\n          \"description\": \"Properties of the object, serialized as a list of \\u0027SerializedMember\\u0027.\"\n        }\n      },\n      \"required\": [\n        \"typeName\"\n      ],\n      \"additionalProperties\": false\n    }\n  },\n  \"required\": [\n    \"assetRef\",\n    \"content\"\n  ]\n}\n```\n\n## Output\n\n### Output JSON Schema\n\n```json\n{\n  \"type\": \"object\",\n  \"properties\": {\n    \"result\": {\n      \"$ref\": \"#\u002F$defs\u002FSystem.String[]\"\n    }\n  },\n  \"$defs\": {\n    \"System.String[]\": {\n      \"type\": \"array\",\n      \"items\": {\n        \"type\": \"string\"\n      }\n    }\n  },\n  \"required\": [\n    \"result\"\n  ]\n}\n```\n\n","# Assets \u002F Modify\n\nModify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages\u002F' folder. Please modify it in 'Assets\u002F' folder.\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-modify \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -d '{\n  \"assetRef\": \"string_value\",\n  \"content\": \"string_value\"\n}'\n```\n\n#### With Authorization (if required)\n\n```bash\ncurl -X POST http:\u002F\u002Flocalhost:50187\u002Fapi\u002Ftools\u002Fassets-modify \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -H \"Authorization: Bearer YOUR_TOKEN\" \\\n  -d '{\n  \"assetRef\": \"string_value\",\n  \"content\": \"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| `content` | `any` | Yes | The asset content. It overrides the existing asset content. |\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    \"content\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n      \"description\": \"The asset content. It overrides the existing asset content.\"\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$defs\u002FSystem.Type\",\n          \"description\": \"Type of the asset.\"\n        },\n        \"assetPath\": {\n          \"type\": \"string\",\n          \"description\": \"Path to the asset within the project. Starts with \\u0027Assets\u002F\\u0027\"\n        },\n        \"assetGuid\": {\n          \"type\": \"string\",\n          \"description\": \"Unique identifier for the asset.\"\n        }\n      },\n      \"required\": [\n        \"instanceID\"\n      ],\n      \"description\": \"Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders.\"\n    },\n    \"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList\": {\n      \"type\": \"array\",\n      \"items\": {\n        \"$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$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n            \"description\": \"Nested property value.\"\n          },\n          \"description\": \"Properties of the object, serialized as a list of \\u0027SerializedMember\\u0027.\"\n        }\n      },\n      \"required\": [\n        \"typeName\"\n      ],\n      \"additionalProperties\": false\n    }\n  },\n  \"required\": [\n    \"assetRef\",\n    \"content\"\n  ]\n}\n```\n\n## Output\n\n### Output JSON Schema\n\n```json\n{\n  \"type\": \"object\",\n  \"properties\": {\n    \"result\": {\n      \"$ref\": \"#\u002F$defs\u002FSystem.String[]\"\n    }\n  },\n  \"$defs\": {\n    \"System.String[]\": {\n      \"type\": \"array\",\n      \"items\": {\n        \"type\": \"string\"\n      }\n    }\n  },\n  \"required\": [\n    \"result\"\n  ]\n}\n```\n\n",{"name":5,"description":7},"main","8cb5bd877a3a7004867d2f55697cb9e4ff2f1734","framework-cs\u002Fapps\u002FUnityExample\u002FSKILLS\u002Fassets-modify","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":40,"prompt":50,"zipAvailable":51},[41,44,47],{"tool":42,"command":43},"npx","npx skills add devwinsoft\u002Fdevian --skill assets-modify",{"tool":45,"command":46},"bunx","bunx skills add devwinsoft\u002Fdevian --skill assets-modify",{"tool":48,"command":49},"pnpm","pnpm dlx 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