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nickpastoria
GitHub-Creator-Profil

nickpastoria

Repository-Ansicht von 13 gesammelten Skills in 1 GitHub-Repositories.

gesammelte Skills
13
Repositories
1
aktualisiert
2026-05-02
Repository-Karte

Wo die Skills liegen

Top-Repositories nach gesammelter Skill-Anzahl, mit ihrem Anteil an diesem Creator-Katalog und ihrer Berufsverteilung.

Repository-Explorer

Repositories und repräsentative Skills

assets-get-data
Softwareentwickler

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. Path-scoped reads (token-saving): supply 'paths' (a list of paths) to read only the listed fields/elements via Reflector.TryReadAt, or 'viewQuery' (a ViewQuery) to navigate to a subtree and/or filter by name regex / max depth / type via Reflector.View. These two parameters are mutually exclusive — supply at most one. When neither is supplied the full asset is serialized as before (backwards compatible). Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Leading '#/' is stripped.

2026-05-02
assets-modify
Softwareentwickler

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/' folder. Please modify it in 'Assets/' folder. Three modification surfaces (use whichever fits the task): 1. 'content' — full SerializedMember override (legacy, backwards compatible). 2. 'pathPatches' — list of {path, value} pairs routed through Reflector.TryModifyAt. 3. 'jsonPatch' — JSON Merge Patch routed through Reflector.TryPatch. When more than one is supplied they run in this order: jsonPatch → pathPatches → content. At least one is required. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Leading '#/' is stripped.

2026-05-02
assets-shader-get-data
Softwareentwickler

Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names. Path-scoped reads (token-saving): supply 'paths' (a list of paths) to read only the listed fields/elements via Reflector.TryReadAt, or 'viewQuery' (a ViewQuery) to navigate to a subtree and/or filter by name regex / max depth / type via Reflector.View. The result populates 'View' on the returned ShaderData. These two parameters are mutually exclusive. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Leading '#/' is stripped.

2026-05-02
gameobject-component-get
Softwareentwickler

Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject. Path-scoped reads (token-saving): supply 'paths' (a list of paths) to read only the listed fields/elements via Reflector.TryReadAt, or 'viewQuery' (a ViewQuery) to navigate to a subtree and/or filter by name regex / max depth / type via Reflector.View. The result is returned in the 'View' field of the response. These two parameters are mutually exclusive — supply at most one. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Leading '#/' is stripped.

2026-05-02
gameobject-component-modify
Softwareentwickler

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. Three modification surfaces (use whichever fits the task): 1. 'componentDiff' — full SerializedMember diff (legacy, backwards compatible). 2. 'pathPatches' — list of {path, value} pairs routed through Reflector.TryModifyAt; atomic per-path modification, multiple entries can target different depths. 3. 'jsonPatch' — a JSON Merge Patch (RFC 7396, extended with [i]/[key] notation) routed through Reflector.TryPatch; multiple fields at any depth in a single call. When more than one is supplied they run in this order: jsonPatch → pathPatches → componentDiff. At least one is required. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Leading '#/' is stripped.

2026-05-02
gameobject-find
Softwareentwickler

Finds specific GameObject by provided information in opened Prefab or in a Scene. First it looks for the opened Prefab, if any Prefab is opened it looks only there ignoring a scene. If no opened Prefab it looks into current active scene. Returns GameObject information and its children. Also, it returns Components preview just for the target GameObject. Path-scoped reads (token-saving): supply 'paths' (a list of paths) to read only the listed fields/elements via Reflector.TryReadAt, or 'viewQuery' (a ViewQuery) to navigate to a subtree and/or filter by name regex / max depth / type via Reflector.View. When either is supplied, the result populates 'Data' on the returned GameObjectData and overrides 'includeData' (which would otherwise produce a full recursive serialization). These two parameters are mutually exclusive — supply at most one. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Leading '#/' is stripped.

2026-05-02
gameobject-modify
Softwareentwickler

Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces (per GameObject — parallel arrays must have the same length as gameObjectRefs): 1. 'gameObjectDiffs' — full SerializedMember diff per GameObject (legacy, backwards compatible). 2. 'pathPatchesPerGameObject' — list of {path, value} patches per GameObject routed through Reflector.TryModifyAt; atomic per-path modification. 3. 'jsonPatchesPerGameObject' — JSON Merge Patch per GameObject routed through Reflector.TryPatch. When more than one is supplied for the same GameObject they run in this order: jsonPatch → pathPatches → diff. At least one of the three is required. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'.

2026-05-02
object-get-data
Softwareentwickler

Get data of the specified Unity Object. Returns serialized data of the object including its properties and fields. If need to modify the data use 'object-modify' tool. Path-scoped reads (token-saving): supply 'paths' (a list of paths) to read only the listed fields/elements via Reflector.TryReadAt, or 'viewQuery' (a ViewQuery) to navigate to a subtree and/or filter by name regex / max depth / type via Reflector.View. These two parameters are mutually exclusive — supply at most one. When neither is supplied the full object is serialized as before (backwards compatible). Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Leading '#/' is stripped.

2026-05-02
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