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Mewgenics-Level-Editor

Mewgenics-Level-Editor에는 nickpastoria에서 수집한 skills 13개가 있으며, 저장소 수준 직업 범위와 사이트 내 skill 상세 페이지를 제공합니다.

수집된 skills
13
Stars
2
업데이트
2026-05-02
Forks
0
직업 범위
직업 카테고리 2개 · 100% 분류됨
저장소 탐색

이 저장소의 skills

assets-get-data
소프트웨어 개발자

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
소프트웨어 개발자

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
소프트웨어 개발자

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
소프트웨어 개발자

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
소프트웨어 개발자

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
소프트웨어 개발자

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
소프트웨어 개발자

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
소프트웨어 개발자

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
object-modify
소프트웨어 개발자

Modify the specified Unity Object. Allows direct modification of object fields and properties. Use 'object-get-data' first to inspect the object structure before modifying. Three modification surfaces (use whichever fits the task): 1. 'objectDiff' — 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 → objectDiff. At least one is required. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Leading '#/' is stripped.

2026-05-02
scene-get-data
소프트웨어 개발자

This tool retrieves the list of root GameObjects in the specified scene. Use 'scene-list-opened' tool to get the list of all opened scenes. Path-scoped reads (token-saving): supply 'paths' (a list of paths) to read only the listed fields/elements from the scene's root-GameObjects array via Reflector.TryReadAt, or 'viewQuery' (a ViewQuery) to navigate/filter the same array via Reflector.View. The result populates 'Data' on the returned SceneData. These two parameters are mutually exclusive. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Leading '#/' is stripped. Example: paths=['[0]/name'] reads the name of the first root GameObject.

2026-05-02
script-execute
소프트웨어 개발자

Compiles and executes C# code dynamically using Roslyn. Supports two modes: full code mode (default) requires a complete class definition, while body-only mode (isMethodBody=true) auto-generates the boilerplate so you only provide the method body. Unity objects (GameObject, Component, etc.) can be passed as parameters using their Ref types (GameObjectRef, ComponentRef, etc.) or directly by type.

2026-05-02
assets-prefab-create
소프트웨어 개발자

Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Creates folders recursively if they do not exist. If the source GameObject is already a prefab instance and 'connectGameObjectToPrefab' is true, a Prefab Variant is created automatically. To create a Prefab Variant from an existing prefab asset, provide 'sourcePrefabAssetPath' instead of 'gameObjectRef'. Use 'gameobject-find' tool to find the target GameObject first.

2026-04-22
tests-run
소프트웨어 품질 보증 분석가·테스터

Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development. Precondition: every open scene MUST be saved (no unsaved changes). If any open scene is dirty, this tool throws an InvalidOperationException listing the dirty scenes; save them and retry.

2026-04-22