[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6CB7TZJGT9CZC7P36APNF0P":3,"skill-same:01M6CB7TZJGT9CZC7P36APNF0P":65},{"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":25,"linkOnly":26,"markdownContent":27,"markdownBody":28,"frontMatter":29,"refName":30,"commitSha":31,"skillDirectory":32,"forksCount":14,"repositoryHtmlUrl":33,"repositoryHomepageUrl":6,"ownerHtmlUrl":34,"ownerBlogUrl":6,"ownerDescription":35,"updatedAt":36,"install":37,"resources":50},"01M6CB7TZJGT9CZC7P36APNF0P","gameobject-component-modify",null,"Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying.","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\u002Fgameobject-component-modify\u002FSKILL.md",[],[19,20,21,22,23,24],"component","gameobject component modify","first","direct","use","properties","2026-11-10 10:12:30",false,"﻿---\nname: gameobject-component-modify\ndescription: Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying.\n---\n\n# GameObject \u002F Component \u002F Modify\n\nModify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying.\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\u002Fgameobject-component-modify \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -d '{\n  \"gameObjectRef\": \"string_value\",\n  \"componentRef\": \"string_value\",\n  \"componentDiff\": \"string_value\"\n}'\n```\n\n#### With Authorization (if required)\n\n```bash\ncurl -X POST http:\u002F\u002Flocalhost:50187\u002Fapi\u002Ftools\u002Fgameobject-component-modify \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -H \"Authorization: Bearer YOUR_TOKEN\" \\\n  -d '{\n  \"gameObjectRef\": \"string_value\",\n  \"componentRef\": \"string_value\",\n  \"componentDiff\": \"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| `gameObjectRef` | `any` | Yes | Find GameObject in opened Prefab or in the active Scene. |\n| `componentRef` | `any` | Yes | Component reference. Used to find a Component at GameObject. |\n| `componentDiff` | `any` | Yes | The component data to apply. Should contain 'fields' and\u002For 'props' with the values to modify.\nOnly include the fields\u002Fproperties you want to change.\nAny unknown or invalid fields and properties will be reported in the response. |\n\n### Input JSON Schema\n\n```json\n{\n  \"type\": \"object\",\n  \"properties\": {\n    \"gameObjectRef\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef\",\n      \"description\": \"Find GameObject in opened Prefab or in the active Scene.\"\n    },\n    \"componentRef\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef\",\n      \"description\": \"Component reference. Used to find a Component at GameObject.\"\n    },\n    \"componentDiff\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n      \"description\": \"The component data to apply. Should contain \\u0027fields\\u0027 and\u002For \\u0027props\\u0027 with the values to modify.\\nOnly include the fields\u002Fproperties you want to change.\\nAny unknown or invalid fields and properties will be reported in the response.\"\n    }\n  },\n  \"$defs\": {\n    \"System.Type\": {\n      \"type\": \"string\"\n    },\n    \"com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"instanceID\": {\n          \"type\": \"integer\",\n          \"description\": \"instanceID of the UnityEngine.Object. If it is \\u00270\\u0027 and \\u0027path\\u0027, \\u0027name\\u0027, \\u0027assetPath\\u0027 and \\u0027assetGuid\\u0027 is not provided, empty or null, then it will be used as \\u0027null\\u0027. Priority: 1 (Recommended)\"\n        },\n        \"path\": {\n          \"type\": \"string\",\n          \"description\": \"Path of a GameObject in the hierarchy Sample \\u0027character\u002Fhand\u002Ffinger\u002Fparticle\\u0027. Priority: 2.\"\n        },\n        \"name\": {\n          \"type\": \"string\",\n          \"description\": \"Name of a GameObject in hierarchy. Priority: 3.\"\n        },\n        \"assetType\": {\n          \"$ref\": \"#\u002F$defs\u002FSystem.Type\",\n          \"description\": \"Type of the asset.\"\n        },\n        \"assetPath\": {\n          \"type\": \"string\",\n          \"description\": \"Path to the asset within the project. Starts with \\u0027Assets\u002F\\u0027\"\n        },\n        \"assetGuid\": {\n          \"type\": \"string\",\n          \"description\": \"Unique identifier for the asset.\"\n        }\n      },\n      \"required\": [\n        \"instanceID\"\n      ],\n      \"description\": \"Find GameObject in opened Prefab or in the active Scene.\"\n    },\n    \"com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"index\": {\n          \"type\": \"integer\",\n          \"description\": \"Component \\u0027index\\u0027 attached to a gameObject. The first index is \\u00270\\u0027 and that is usually Transform or RectTransform. Priority: 2. Default value is -1.\"\n        },\n        \"typeName\": {\n          \"type\": \"string\",\n          \"description\": \"Component type full name. Sample \\u0027UnityEngine.Transform\\u0027. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null.\"\n        },\n        \"instanceID\": {\n          \"type\": \"integer\",\n          \"description\": \"instanceID of the UnityEngine.Object. If this is \\u00270\\u0027, then it will be used as \\u0027null\\u0027.\"\n        }\n      },\n      \"required\": [\n        \"index\",\n        \"instanceID\"\n      ],\n      \"description\": \"Component reference. Used to find a Component at GameObject.\"\n    },\n    \"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList\": {\n      \"type\": \"array\",\n      \"items\": {\n        \"$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$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n            \"description\": \"Nested property value.\"\n          },\n          \"description\": \"Properties of the object, serialized as a list of \\u0027SerializedMember\\u0027.\"\n        }\n      },\n      \"required\": [\n        \"typeName\"\n      ],\n      \"additionalProperties\": false\n    }\n  },\n  \"required\": [\n    \"gameObjectRef\",\n    \"componentRef\",\n    \"componentDiff\"\n  ]\n}\n```\n\n## Output\n\n### Output JSON Schema\n\n```json\n{\n  \"type\": \"object\",\n  \"properties\": {\n    \"result\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Editor.API.Tool_GameObject\\u002BModifyComponentResponse\"\n    }\n  },\n  \"$defs\": {\n    \"com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"index\": {\n          \"type\": \"integer\",\n          \"description\": \"Component \\u0027index\\u0027 attached to a gameObject. The first index is \\u00270\\u0027 and that is usually Transform or RectTransform. Priority: 2. Default value is -1.\"\n        },\n        \"typeName\": {\n          \"type\": \"string\",\n          \"description\": \"Component type full name. Sample \\u0027UnityEngine.Transform\\u0027. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null.\"\n        },\n        \"instanceID\": {\n          \"type\": \"integer\",\n          \"description\": \"instanceID of the UnityEngine.Object. If this is \\u00270\\u0027, then it will be used as \\u0027null\\u0027.\"\n        }\n      },\n      \"required\": [\n        \"index\",\n        \"instanceID\"\n      ],\n      \"description\": \"Component reference. Used to find a Component at GameObject.\"\n    },\n    \"com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentDataShallow\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"instanceID\": {\n          \"type\": \"integer\"\n        },\n        \"typeName\": {\n          \"type\": \"string\"\n        },\n        \"isEnabled\": {\n          \"type\": \"string\",\n          \"enum\": [\n            \"False\",\n            \"True\",\n            \"NA\"\n          ]\n        }\n      },\n      \"required\": [\n        \"instanceID\",\n        \"isEnabled\"\n      ]\n    },\n    \"System.String[]\": {\n      \"type\": \"array\",\n      \"items\": {\n        \"type\": \"string\"\n      }\n    },\n    \"com.IvanMurzak.Unity.MCP.Editor.API.Tool_GameObject\\u002BModifyComponentResponse\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"Success\": {\n          \"type\": \"boolean\",\n          \"description\": \"Whether the modification was successful.\"\n        },\n        \"Reference\": {\n          \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef\",\n          \"description\": \"Reference to the modified component.\"\n        },\n        \"Index\": {\n          \"type\": \"integer\",\n          \"description\": \"Index of the component in the GameObject\\u0027s component list.\"\n        },\n        \"Component\": {\n          \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Runtime.Data.ComponentDataShallow\",\n          \"description\": \"Updated component information after modification.\"\n        },\n        \"Logs\": {\n          \"$ref\": \"#\u002F$defs\u002FSystem.String[]\",\n          \"description\": \"Log of modifications made and any warnings\u002Ferrors encountered.\"\n        }\n      },\n      \"required\": [\n        \"Success\",\n        \"Index\"\n      ]\n    }\n  },\n  \"required\": [\n    \"result\"\n  ]\n}\n```\n\n","# GameObject \u002F Component \u002F Modify\n\nModify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying.\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\u002Fgameobject-component-modify \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -d '{\n  \"gameObjectRef\": \"string_value\",\n  \"componentRef\": \"string_value\",\n  \"componentDiff\": \"string_value\"\n}'\n```\n\n#### With Authorization (if required)\n\n```bash\ncurl -X POST http:\u002F\u002Flocalhost:50187\u002Fapi\u002Ftools\u002Fgameobject-component-modify \\\n  -H \"Content-Type: application\u002Fjson\" \\\n  -H \"Authorization: Bearer YOUR_TOKEN\" \\\n  -d '{\n  \"gameObjectRef\": \"string_value\",\n  \"componentRef\": \"string_value\",\n  \"componentDiff\": \"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| `gameObjectRef` | `any` | Yes | Find GameObject in opened Prefab or in the active Scene. |\n| `componentRef` | `any` | Yes | Component reference. Used to find a Component at GameObject. |\n| `componentDiff` | `any` | Yes | The component data to apply. Should contain 'fields' and\u002For 'props' with the values to modify.\nOnly include the fields\u002Fproperties you want to change.\nAny unknown or invalid fields and properties will be reported in the response. |\n\n### Input JSON Schema\n\n```json\n{\n  \"type\": \"object\",\n  \"properties\": {\n    \"gameObjectRef\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef\",\n      \"description\": \"Find GameObject in opened Prefab or in the active Scene.\"\n    },\n    \"componentRef\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef\",\n      \"description\": \"Component reference. Used to find a Component at GameObject.\"\n    },\n    \"componentDiff\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n      \"description\": \"The component data to apply. Should contain \\u0027fields\\u0027 and\u002For \\u0027props\\u0027 with the values to modify.\\nOnly include the fields\u002Fproperties you want to change.\\nAny unknown or invalid fields and properties will be reported in the response.\"\n    }\n  },\n  \"$defs\": {\n    \"System.Type\": {\n      \"type\": \"string\"\n    },\n    \"com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"instanceID\": {\n          \"type\": \"integer\",\n          \"description\": \"instanceID of the UnityEngine.Object. If it is \\u00270\\u0027 and \\u0027path\\u0027, \\u0027name\\u0027, \\u0027assetPath\\u0027 and \\u0027assetGuid\\u0027 is not provided, empty or null, then it will be used as \\u0027null\\u0027. Priority: 1 (Recommended)\"\n        },\n        \"path\": {\n          \"type\": \"string\",\n          \"description\": \"Path of a GameObject in the hierarchy Sample \\u0027character\u002Fhand\u002Ffinger\u002Fparticle\\u0027. Priority: 2.\"\n        },\n        \"name\": {\n          \"type\": \"string\",\n          \"description\": \"Name of a GameObject in hierarchy. Priority: 3.\"\n        },\n        \"assetType\": {\n          \"$ref\": \"#\u002F$defs\u002FSystem.Type\",\n          \"description\": \"Type of the asset.\"\n        },\n        \"assetPath\": {\n          \"type\": \"string\",\n          \"description\": \"Path to the asset within the project. Starts with \\u0027Assets\u002F\\u0027\"\n        },\n        \"assetGuid\": {\n          \"type\": \"string\",\n          \"description\": \"Unique identifier for the asset.\"\n        }\n      },\n      \"required\": [\n        \"instanceID\"\n      ],\n      \"description\": \"Find GameObject in opened Prefab or in the active Scene.\"\n    },\n    \"com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"index\": {\n          \"type\": \"integer\",\n          \"description\": \"Component \\u0027index\\u0027 attached to a gameObject. The first index is \\u00270\\u0027 and that is usually Transform or RectTransform. Priority: 2. Default value is -1.\"\n        },\n        \"typeName\": {\n          \"type\": \"string\",\n          \"description\": \"Component type full name. Sample \\u0027UnityEngine.Transform\\u0027. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null.\"\n        },\n        \"instanceID\": {\n          \"type\": \"integer\",\n          \"description\": \"instanceID of the UnityEngine.Object. If this is \\u00270\\u0027, then it will be used as \\u0027null\\u0027.\"\n        }\n      },\n      \"required\": [\n        \"index\",\n        \"instanceID\"\n      ],\n      \"description\": \"Component reference. Used to find a Component at GameObject.\"\n    },\n    \"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList\": {\n      \"type\": \"array\",\n      \"items\": {\n        \"$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$defs\u002Fcom.IvanMurzak.ReflectorNet.Model.SerializedMember\",\n            \"description\": \"Nested property value.\"\n          },\n          \"description\": \"Properties of the object, serialized as a list of \\u0027SerializedMember\\u0027.\"\n        }\n      },\n      \"required\": [\n        \"typeName\"\n      ],\n      \"additionalProperties\": false\n    }\n  },\n  \"required\": [\n    \"gameObjectRef\",\n    \"componentRef\",\n    \"componentDiff\"\n  ]\n}\n```\n\n## Output\n\n### Output JSON Schema\n\n```json\n{\n  \"type\": \"object\",\n  \"properties\": {\n    \"result\": {\n      \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Editor.API.Tool_GameObject\\u002BModifyComponentResponse\"\n    }\n  },\n  \"$defs\": {\n    \"com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"index\": {\n          \"type\": \"integer\",\n          \"description\": \"Component \\u0027index\\u0027 attached to a gameObject. The first index is \\u00270\\u0027 and that is usually Transform or RectTransform. Priority: 2. Default value is -1.\"\n        },\n        \"typeName\": {\n          \"type\": \"string\",\n          \"description\": \"Component type full name. Sample \\u0027UnityEngine.Transform\\u0027. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null.\"\n        },\n        \"instanceID\": {\n          \"type\": \"integer\",\n          \"description\": \"instanceID of the UnityEngine.Object. If this is \\u00270\\u0027, then it will be used as \\u0027null\\u0027.\"\n        }\n      },\n      \"required\": [\n        \"index\",\n        \"instanceID\"\n      ],\n      \"description\": \"Component reference. Used to find a Component at GameObject.\"\n    },\n    \"com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentDataShallow\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"instanceID\": {\n          \"type\": \"integer\"\n        },\n        \"typeName\": {\n          \"type\": \"string\"\n        },\n        \"isEnabled\": {\n          \"type\": \"string\",\n          \"enum\": [\n            \"False\",\n            \"True\",\n            \"NA\"\n          ]\n        }\n      },\n      \"required\": [\n        \"instanceID\",\n        \"isEnabled\"\n      ]\n    },\n    \"System.String[]\": {\n      \"type\": \"array\",\n      \"items\": {\n        \"type\": \"string\"\n      }\n    },\n    \"com.IvanMurzak.Unity.MCP.Editor.API.Tool_GameObject\\u002BModifyComponentResponse\": {\n      \"type\": \"object\",\n      \"properties\": {\n        \"Success\": {\n          \"type\": \"boolean\",\n          \"description\": \"Whether the modification was successful.\"\n        },\n        \"Reference\": {\n          \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Runtime.Data.ComponentRef\",\n          \"description\": \"Reference to the modified component.\"\n        },\n        \"Index\": {\n          \"type\": \"integer\",\n          \"description\": \"Index of the component in the GameObject\\u0027s component list.\"\n        },\n        \"Component\": {\n          \"$ref\": \"#\u002F$defs\u002Fcom.IvanMurzak.Unity.MCP.Runtime.Data.ComponentDataShallow\",\n          \"description\": \"Updated component information after modification.\"\n        },\n        \"Logs\": {\n          \"$ref\": \"#\u002F$defs\u002FSystem.String[]\",\n          \"description\": \"Log of modifications made and any warnings\u002Ferrors encountered.\"\n        }\n      },\n      \"required\": [\n        \"Success\",\n        \"Index\"\n      ]\n    }\n  },\n  \"required\": [\n    \"result\"\n  ]\n}\n```\n\n",{"name":5,"description":7},"main","8cb5bd877a3a7004867d2f55697cb9e4ff2f1734","framework-cs\u002Fapps\u002FUnityExample\u002FSKILLS\u002Fgameobject-component-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":38,"prompt":48,"zipAvailable":49},[39,42,45],{"tool":40,"command":41},"npx","npx skills add devwinsoft\u002Fdevian --skill gameobject-component-modify",{"tool":43,"command":44},"bunx","bunx skills add devwinsoft\u002Fdevian --skill gameobject-component-modify",{"tool":46,"command":47},"pnpm","pnpm dlx skills add devwinsoft\u002Fdevian --skill 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