com um clique
TFT-Fake
TFT-Fake contém 70 skills coletadas de dajunctic, com cobertura ocupacional por repositório e páginas de detalhe dentro do site.
Skills neste repositório
Unity Editor automation via REST API — create scripts, analyze scenes, manage assets, control editor, orchestrate workflows, run batch jobs, and route by Unity version. Triggers: Unity, Unity Skills, in Unity, automate Unity, Unity editor automation, create Unity script, scene summary, analyze Unity scene, Unity GameObject, Unity prefab, Unity asset, Unity workflow, Unity batch, grant Unity skill, Unity allowlist, Unity skill schema, multi-instance Unity, set Unity version, Unity自动化, Unity编辑器, Unity技能, 操作Unity, 在Unity中, Unity工作流, Unity批处理, Unity授权, Unity白名单, Unity多实例, Unity实例切换, Unity场景分析.
Source-anchored design rules for Unity Addressables 1.22.3 (Unity 2022) and 2.9.1 (Unity 6). Load before writing any InitializeAsync / LoadAssetAsync / LoadSceneAsync / UpdateCatalogs / AssetReference code to avoid removed APIs, handle leaks, SceneReleaseMode bugs, and catalog update ordering errors. Triggers: Addressables, AddressableAssets, AddressableAssetSettings, AsyncOperationHandle, LoadAssetAsync, LoadAssetsAsync, LoadSceneAsync, UnloadSceneAsync, InstantiateAsync, GetDownloadSizeAsync, DownloadDependenciesAsync, CheckForCatalogUpdates, UpdateCatalogs, CleanBundleCache, AssetReference, AssetReferenceT, SceneReleaseMode, MergeMode, WaitForCompletion, IResourceLocator, ResourceLocatorInfo, 可寻址资源, 资源加载, 异步操作句柄, 场景加载, 资源更新, 目录更新, 资源引用, 热更新, 资源管理, addressable asset, asset loading, scene management, catalog update, asset reference, handle release, bundle cache.
Architecture decision record helper for Unity projects. Use when users compare options, choose between approaches, or need to lock in a design choice. Triggers: ADR, architecture decision, tradeoff, which approach, compare options, choose pattern, pros and cons, 技术选型, 方案对比, 选哪个, 设计决策, 架构决策, 优缺点对比.
Unity Animator Controller editing and runtime parameter control: create controllers, add states/transitions/parameters, play animation states, drive triggers/floats/bools. Triggers: animation, animator, Animator Controller, controller, state, state machine, transition, layer, parameter, trigger, float, int, bool, blend tree, animation clip, exit time, has exit time, 动画, 动画控制器, 状态机, 状态, 状态转移, 转移, 图层, 参数, 触发器, 混合树, 动画片段.
Gameplay and system architecture advisor for Unity. Use when users want module boundaries, scene design, SOLID structure, decoupling, or refactoring direction before writing code. Triggers: architecture, system design, how to structure, how to organize, module boundary, decouple, refactor, SOLID, 架构设计, 怎么组织代码, 模块划分, 代码结构, 解耦, 重构方向, 系统设计.
Assembly definition advisor for Unity projects. Use when users want module boundaries, faster compilation, cleaner dependencies, or editor/runtime/test separation. Triggers: asmdef, assembly definition, module boundary, compile time, slow compilation, dependency graph, 程序集, 模块边界, 编译慢, 依赖管理, asmdef怎么配.
Unity asset management. Use when users want to import (external file), delete, move/rename, duplicate, find/search, get info, create folders, refresh AssetDatabase, reimport (single or batch), or read/set asset labels. Triggers: asset, import asset, delete asset, move asset, rename asset, duplicate asset, find asset, search asset, asset info, create folder, refresh assets, reimport, asset labels, AssetDatabase filter, t:Texture2D, l:Label, 资源, 资产, 导入资源, 删除资源, 移动资源, 重命名资源, 复制资源, 查找资源, 资源信息, 创建文件夹, 刷新资源, 重新导入, 资源标签.
Unity async and lifecycle strategy advisor. Use when users want to choose between Update, coroutine, UniTask, timers, or handle cleanup/cancellation. Triggers: async, coroutine, UniTask, await, Update vs coroutine, timer, lifecycle, IDisposable, cancellation, 异步, 协程, 生命周期, 用协程还是UniTask, 异步怎么写, 定时器, 取消操作.
Batch query, preview-confirm-execute, async job orchestration, and bulk scene cleanup for UnitySkills. Use when users want a unified batch query (gameobjects/components/assets), preview before mutation (rename/set property/replace material/missing scripts/standardize naming/render layer/cleanup temp), execute with confirmToken, manage async jobs (status/progress/wait/logs/list/cancel), inspect or list reports, retry failed items, or validate scene objects. Triggers: batch, preview, dry-run, confirmToken, execute batch, batch report, batch retry, job, jobId, async job, job status, job progress, job wait, job logs, job cancel, query gameobjects, query components, query assets, batch rename, batch set property, batch replace material, batch fix missing scripts, batch standardize naming, batch set render layer, batch cleanup temp, batch validate scene, 批处理, 批量, 预览执行, 确认令牌, 异步作业, 作业状态, 作业进度, 作业等待, 作业日志, 作业取消, 批量查询, 批量重命名, 批量改属性, 批量换材质, 修复缺失脚本, 规范命名, 清理临时对象, 场景校验.
Mini-game architecture blueprint advisor. Use when users want a starting structure for a small Unity game — platformer, shooter, runner, puzzle, tower defense, clicker, card game. Triggers: blueprint, game template, game structure, prototype, gameplay loop, how to start a game, platformer, tower defense, 游戏模板, 小游戏架构, 做个游戏, 从零开始, 平台跳跃, 塔防, 卡牌, 游戏框架.
Scene View bookmarks — save the current selection plus Scene View camera pivot/rotation/size under a name, jump back to it later, list, delete. Use when users want to save, recall, or manage scene viewpoints + selections in the editor. Triggers: bookmark, bookmarks, save view, goto view, jump to view, scene view, camera position, viewpoint, viewpoints, named view, selection snapshot, 书签, 视角, 保存视角, 视图书签, 跳转视角, 选中快照, 命名视角.
Unity Scene View + Game Camera control. Use when users want to move/rotate the editor view, create or configure scene cameras, change FOV / clip planes / culling mask, switch orthographic vs perspective, or capture a screenshot. Triggers (EN): Unity camera, scene camera, Game Camera, Scene View, viewport, FOV, field of view, near/far clip, culling mask, orthographic, perspective, look at, align view, screenshot, render to file. Triggers (ZH): 相机, 摄像机, 视角, 视野, 场景视图, 游戏相机, 截图, 渲染截图, 正交, 透视, 裁剪面, 剔除遮罩.
Cinemachine Virtual Camera setup and configuration for cinematic / gameplay cameras: VCam, FreeLook, ClearShot, StateDriven, Sequencer, MixingCamera, Body/Aim/Noise pipeline, Impulse system, target groups, splines, blends, CinemachineBrain. Triggers: cinemachine, virtual camera, vcam, CinemachineBrain, brain, FreeLook, ClearShot, StateDriven, Sequencer, MixingCamera, follow, look at, dolly, spline, target group, Body, Aim, Noise, OrbitalFollow, ThirdPersonFollow, PositionComposer, FramingTransposer, RotationComposer, Composer, PanTilt, POV, blend, impulse, shake, confiner, deoccluder, 虚拟相机, 跟随, 轨道, 镜头, 混合, 抖动, 相机模糊.
Project cleanup and audit utilities — find unused assets, content-hash duplicates, missing script/asset references, empty folders, large assets, and dependency trees; delete via a two-step confirm-token flow; fix missing-script components in-place. Use when users want to clean up, audit, or shrink the project. Triggers: cleaner, cleanup, clean up, unused asset, unused assets, duplicate, duplicates, dead code, orphan, missing script, missing reference, empty folder, large asset, dependency tree, asset usage, fix missing, 清理, 项目清理, 冗余, 未使用, 重复文件, 丢失脚本, 缺失引用, 空文件夹, 大文件, 依赖, 依赖树, 资产清理, 减包.
GameObject component management. Use when users want to add, remove, list, copy, enable/disable components, or read/set component properties (Rigidbody, Collider, AudioSource, custom scripts). Triggers: component, add component, remove component, list components, set property, get properties, copy component, enable, disable, rigidbody, collider, audio source, script, MeshRenderer, propertyName, componentType, 组件, 添加组件, 移除组件, 列出组件, 设置属性, 读取属性, 复制组件, 启用, 禁用, 刚体, 碰撞体, 音源, 脚本组件.
Unity Editor console log capture, query, write and settings. Read existing console history, start/stop capture buffer, log custom messages, clear console, configure error-pause / collapse / clear-on-play, export to file, count by type. Triggers: console, console window, log, logs, warning, error, exception, assert, print, debug message, capture logs, start capture, stop capture, export logs, log file, error pause, pause on error, collapse logs, clear on play, log statistics, console_start_capture, console_stop_capture, console_get_logs, console_clear, console_log, console_export, console_get_stats, console_set_pause_on_error, console_set_collapse, console_set_clear_on_play, 控制台, Unity 控制台, 日志, 警告, 错误, 异常, 输出, 打印日志, 捕获日志, 开始捕获, 停止捕获, 导出日志, 清空控制台, 写日志, 自定义日志, 暂停于错误, 错误暂停, 折叠日志, 进入运行时清空.
Debug, diagnostics and compile state. Read console errors, force recompile, fetch stack traces, list assemblies, manage scripting define symbols, sample memory, and triage editor health. Triggers: debug, diagnostics, triage, error, exception, warning, console error, compilation, recompile, force recompile, refresh, stack trace, assembly, define symbols, scripting defines, memory usage, mono heap, system info, unity version, editor health, unity_diagnose, debug_get_errors, debug_get_logs, debug_check_compilation, debug_force_recompile, debug_get_stack_trace, debug_get_defines, debug_set_defines, debug_get_memory_info, 调试, 诊断, 错误, 异常, 警告, 控制台错误, 编译, 重编译, 强制重编, 堆栈, 调用栈, 程序集, 宏定义, 脚本宏, 平台宏, 内存, 内存占用, Mono 堆, 系统信息, Unity 版本, 域重载, 编辑器健康度.
URP Decal Projector creation and configuration plus DecalRendererFeature setup. Use when users want to create, inspect, configure, batch-edit, delete or validate URP DecalProjectors in the scene, or ensure the active URP renderer has DecalRendererFeature attached. HDRP decal APIs are out of scope. Triggers (EN): decal, Decal Projector, DecalProjector, URP decal, DecalRendererFeature, decal renderer feature, decal material, projector. Triggers (ZH): 贴花, 贴花投射器, 投影贴花, URP 贴花, DecalProjector, 贴花渲染器特性.
Source-anchored design rules for DOTween 1.3.015 (Unity 2018+). Load before writing any DOTween.Init / DOMove / Sequence.Append / SetLoops / SetLink / AsyncWaitForCompletion / ToUniTask code to avoid missing-target NRE, tween leaks, Safe Mode false positives, autoKill confusion, module compile errors. Triggers: DOTween, DOMove, DORotate, DOScale, DOColor, DOFade, DOShakePosition, DOShakeRotation, DOPath, DOPunchScale, DOJump, DOLocalMove, DOAnchorPos, DOSizeDelta, Sequence, Tweener, TweenerCore, SetEase, SetDelay, SetLoops, SetAutoKill, SetLink, SetUpdate, SetId, SetTarget, SetRelative, SetSnapping, SetRecyclable, OnComplete, OnKill, OnStart, OnUpdate, OnStepComplete, AsyncWaitForCompletion, AsyncWaitForKill, AsyncWaitForRewind, ToUniTask, DOVirtual, PathType, PathMode, LoopType, UpdateType, DOTweenComponent, DOTweenSettings, 补间动画, 序列动画, 缓动曲线, 生命周期绑定, 动画回调, DOTween init, tween lifecycle, safe mode, tween capacity, kill target.
DOTween Free/Pro automation. Free skills probe install status, read/validate/configure DOTweenSettings, list modules and shortcut extension methods, and generate runtime tween / Sequence / lifetime-safe MonoBehaviour scripts. Pro skills (`dotween_pro_*`) add/configure/inspect `DG.Tweening.DOTweenAnimation` components on scene objects, including stagger/cascade entrance. Triggers: DOTween, DOTweenFree, DOTweenPro, DOTweenAnimation, DOTweenSettings, DG.Tweening, tween, Sequence, ease, easing, OutQuad, OutBack, loops, Yoyo, stagger, cascade, DOMove, DOLocalMove, DORotate, DOScale, DOAnchorPos, DOFade, DOColor, DOPunchPosition, DOShakePosition, SetLink, autoKill, SafeMode, UI animation, UI 动画, 补间动画, 补间, 缓动, 缓动函数, 动画配置, 循环, 序列, 动效, 脚本生成, 错峰动画.
Unity Editor control. Use when users want to enter or exit play mode, pause, select GameObjects in Hierarchy, undo/redo, execute menu commands, get editor state/context (selection, focused window, isCompiling), or list tags/layers. Triggers: editor, play mode, enter play, exit play, stop play, pause play, select object, get selection, undo, redo, execute menu, menu path, editor state, editor context, focused window, tags list, layers list, 编辑器, 进入播放, 退出播放, 暂停播放, 选择对象, 当前选择, 撤销, 重做, 执行菜单, 菜单路径, 编辑器状态, 编辑器上下文, 焦点窗口, 标签列表, 图层列表.
UnityEvent persistent-listener wiring at editor time: inspect, add, remove, batch-add, copy, clear, set call-state, list events on a component (e.g. Button.onClick, Slider.onValueChanged). For runtime invocation only. Triggers: UnityEvent, event, persistent listener, persistent call, onClick, onValueChanged, listener, callback, wire, hook up, EditorAndRuntime, RuntimeOnly, button click, 事件, 持久监听器, 监听器, 接线, 回调, 按钮点击, 持久化.
GameObject creation and manipulation. Use when users want to create, delete, move, rotate, scale, parent, find, or rename GameObjects. Triggers: gameobject, create gameobject, delete gameobject, duplicate, rename, transform, position, rotation, scale, parent, child, hierarchy, layer, tag, active, find, primitive, cube, sphere, instanceId, 游戏对象, 创建游戏对象, 删除游戏对象, 复制, 重命名, 变换, 位置, 旋转, 缩放, 父子, 层级, 查找游戏对象, 标签, 图层, 激活, 立方体, 球体.
Project-wide GraphicsSettings / QualitySettings / Always Included Shaders / shader stripping for SRP-era Unity projects. Use when users want to inspect graphics & quality overview, switch quality level, assign or clear the default / per-quality SRP asset, manage Always Included Shaders, or configure lightmap / fog / instancing shader stripping. Triggers (EN): Unity graphics settings, GraphicsSettings, QualitySettings, quality level, default render pipeline, SRP asset, Always Included Shaders, shader stripping, lightmap stripping, fog stripping, instancing stripping. Triggers (ZH): 图形设置, 渲染管线设置, 质量设置, 质量等级, 默认渲染管线, SRP 资源, 始终包含的着色器, Shader 剥离, 总在包含的着色器.
Undo/redo history management (Unity Editor native undo stack). Use when users want to undo or redo one or many steps, or get current undo group name. Triggers: history, undo, redo, undo steps, redo steps, undo history, revert, previous state, current undo group, 历史, 撤销, 重做, 多步撤销, 多步重做, 撤销历史, 上一步, 当前撤销组.
Asset import settings — texture, audio, model importers + sprite settings + per-platform overrides + reimport. Use when users want to configure import settings, change texture type/maxSize/compression/filter/mipmap/sRGB/wrap, audio loadType/compressionFormat/quality/forceToMono, model scale/meshCompression/animationType/rig/clip splits, sprite PPU/mode, per-platform overrides, or reimport assets. Triggers: import, importer, import settings, reimport, AssetImporter, TextureImporter, ModelImporter, AudioImporter, FBX, AudioClip, sprite, PPU, pixelsPerUnit, textureType, NormalMap, Sprite, maxSize, filterMode, mipmap, sRGB, compression, loadType, Streaming, DecompressOnLoad, CompressedInMemory, Vorbis, ADPCM, PCM, animationType, Humanoid, Generic, meshCompression, generateSecondaryUV, materialImportMode, platform override, Standalone, iPhone, Android, WebGL, 导入设置, 纹理设置, 模型设置, 音频设置, 重新导入, 重导入, 压缩, 法线贴图, 精灵, 平台覆盖.
Unity Inspector design advisor. Use when users want better SerializeField usage, Tooltip/Header organization, validation, or cleaner Inspector UX. Triggers: Inspector, SerializeField, Tooltip, Header, Range, OnValidate, RequireComponent, CreateAssetMenu, Inspector design, show in Inspector, 检视面板, Inspector怎么设计, 序列化字段, 编辑器显示, 显示在Inspector.
Unity lighting / scene lights / reflection probes / light probe groups. Use when users want to create or configure Unity Directional / Point / Spot / Area lights, batch-toggle scene lights, place reflection probes, place light probe grids, or inspect Lightmap baking settings. Triggers (EN): Unity light, scene light, directional light, point light, spot light, area light, intensity, shadows, light range, light color, reflection probe, light probe group, lightmap, baked GI. Triggers (ZH): 灯光, 光源, 光照, 阴影, 方向光, 点光源, 聚光灯, 面光源, 反射探针, 光照探针, 烘焙, 全局光照, 实时光, GI.
Unity material asset & shader property editing (Built-in / URP / HDRP). Use when users want to create / duplicate / assign materials, set color or emission, set textures (and tiling/offset), change shader, set float/int/vector properties, toggle shader keywords, set render queue, or change GI flags. Triggers (EN): material, .mat, shader, set color, set texture, emission, albedo, base color, metallic, smoothness, glossiness, normal map, render queue, shader keyword, tiling, offset, HDR color, bloom emission, PBR. Triggers (ZH): 材质, 材质球, 材质属性, Shader, 着色器, 颜色, 纹理, 贴图, 法线贴图, 发光, 自发光, 金属度, 光滑度, Render Queue, 渲染队列, 关键字, 平铺, 偏移.
Unity NavMesh baking and pathfinding for AI navigation. Triggers: navmesh, nav mesh, navigation, pathfinding, path, bake, rebake, NavMeshAgent, NavMeshObstacle, agent, obstacle, avoidance, carving, area cost, area mask, sample position, 导航网格, 寻路, 烘焙, 重新烘焙, 代理, 障碍物, 避障, 区域权重, 路径.
Source-anchored design rules for Netcode for GameObjects 2.x. Load this before writing any NetworkBehaviour / RPC / NetworkVariable / Spawn code to avoid hallucinated APIs and lifecycle-ordering bugs. Triggers: netcode, NGO, NetworkManager, NetworkObject, NetworkBehaviour, NetworkVariable, NetworkList, NetworkSceneManager, NetworkPrefabsList, NetworkConfig, ServerRpc, ClientRpc, Rpc, SendTo, RpcTarget, RpcInvokePermission, INetworkSerializable, OnNetworkSpawn, OnNetworkDespawn, OnNetworkObjectParentChanged, Spawn, Despawn, SpawnAsPlayerObject, SpawnWithOwnership, ChangeOwnership, RemoveOwnership, TrySetParent, IsOwner, IsServer, IsHost, IsClient, IsLocalPlayer, GlobalObjectIdHash, UnityTransport, SetRelayServerData, SetConnectionData, DebugSimulator, DistributedAuthority, multiplayer, host, client, server, transport, relay, 网络同步, 多人游戏, 联机, 服务器权威, 分布式权威, 主机, 客户端, 服务端, 网络对象, 网络变量, 网络列表, 网络场景管理, 远程过程调用, RPC 调用, 所有权, 生成对象, 销毁对象, 网络游戏, netcode 设计, 网络架构, NGO 2.x.
Netcode for GameObjects (NGO 2.x) multiplayer automation. Create NetworkManager + UnityTransport, edit NetworkConfig (TickRate / ConnectionApproval / EnableSceneManagement / NetworkTopology / ClientSynchronizationMode), configure direct/Relay transport, attach NetworkObject / NetworkTransform / NetworkRigidbody(2D) / NetworkAnimator, manage NetworkPrefabsList + PlayerPrefab, generate NetworkBehaviour script templates, run Host/Server/Client lifecycle in PlayMode. Triggers: Unity netcode, com.unity.netcode.gameobjects, NGO, NetworkManager, NetworkObject, NetworkBehaviour, NetworkTransform, NetworkRigidbody, NetworkAnimator, NetworkVariable, ServerRpc, ClientRpc, NetworkPrefabsList, PlayerPrefab, UnityTransport, Relay, Spawn, Despawn, host, client, server, ConnectionApproval, NetworkTopology, ClientSynchronizationMode, tick rate, 多人, 联机, 联机同步, 多人游戏, 主机, 客户端, 服务器, 网络同步, 网络对象, 网络组件, 中继, 大厅.
Project asset and scene optimization — batch texture / mesh / audio compression, analyze scene poly + material count, find large or duplicate assets, set GameObject static flags, configure LOD groups, analyze overdraw on transparents. Triggers: optimize, optimization, compression, compress, crunch compression, texture compression, max texture size, mesh compression, audio compression, vorbis, adpcm, static flags, batching static, occluder, occludee, lightmap static, LOD, level of detail, LOD group, large assets, big files, duplicate materials, overdraw, transparent overdraw, high poly, polygon count, draw calls, optimize_textures, optimize_mesh_compression, optimize_audio_compression, optimize_set_static_flags, optimize_set_lod_group, optimize_analyze_scene, optimize_find_large_assets, optimize_find_duplicate_materials, optimize_analyze_overdraw, 优化, 项目优化, 资源优化, 压缩, 纹理压缩, 网格压缩, 音频压缩, Crunch 压缩, 大资源, 重复材质, LOD, 多级细节, 静态合批, 静态标志, 透明物体, 过度绘制, 三角面数, 渲染优化.
Unity Package Manager (UPM) operations and bundled helpers for Cinemachine / Splines. Use when users want to install, remove, refresh, search, or inspect packages, list dependencies, query versions, or run a one-call Cinemachine/Splines bootstrap. Triggers: package, packages, UPM, Package Manager, manifest, install, add, remove, uninstall, refresh, dependency, dependencies, version, versions, Cinemachine, Splines, TextMeshPro, 包, 包管理, Package Manager, UPM, 安装包, 移除包, 卸载, 依赖, 版本, 包依赖, 包清单.
Unity design pattern selector. Use when users want advice on ScriptableObject, events, state machines, object pools, observer, or other patterns. Triggers: design pattern, which pattern, ScriptableObject, event channel, observer, state machine, object pool, singleton, service locator, 设计模式, 用什么模式, 事件系统, 状态机, 对象池, 观察者模式, 该用什么模式.
Read-only scene + project + script analysis for AI coding context — scene health, summary, hotspots, hierarchy describe, component stats, tag/layer usage, materials/shaders, contract validation, spatial query, dependency graph, project stack detection, full scene context export, markdown scene report, snapshot diff, performance hints. Triggers: scene summary, scene analyze, scene overview, scene health, scene context, scene snapshot, scene diff, scene compare, hierarchy tree, hierarchy describe, hotspot, deep hierarchy, large group, component statistics, tag layer stats, material overview, shader overview, scene contract, scene convention, spatial query, find near object, project stack, render pipeline detect, package detect, performance hints, optimization hints, script analyze, script API, script dependency, dependency graph, impact analysis, what depends on, safe to delete, refactoring impact, export scene report, save scene markdown, scene_summarize, scene_analyze, scene_health_check, scene_context, scene
Unity performance red-flag advisor. Use when users want performance review, code runs slow, frame drops, or need optimization guidance for Update, allocations, pooling, physics. Triggers: performance, optimize, slow, lag, frame drop, hot path, Update, allocation, pool, GC, profiler, 性能, 太慢了, 卡顿, 掉帧, 优化性能, 热路径, 内存分配, 对象池.
Unity physics queries and editor-time configuration: raycasts/spherecast/boxcast, overlap checks, gravity, PhysicMaterial assets, layer collision matrix. Triggers: physics, raycast, spherecast, boxcast, overlap, sphere overlap, box overlap, gravity, collision, rigidbody, collider, physics material, PhysicMaterial, PhysicsMaterial, layer mask, layer collision matrix, 物理, 射线检测, 球形射线, 盒形射线, 重叠检测, 重力, 碰撞, 刚体, 碰撞器, 物理材质, 图层碰撞.
Modern SRP post-processing effects on URP / HDRP VolumeProfiles (built on top of the Volume framework). Use when users want to add / remove / inspect or tune Bloom, Depth Of Field, Tonemapping, Vignette, Color Adjustments, or any modern PP effect override on a VolumeProfile. Do NOT use for the legacy PPv2 stack (`com.unity.postprocessing`). Triggers (EN): post-processing, modern post-processing, Bloom, Depth Of Field, DOF, Tonemapping, Vignette, Color Adjustments, color grading, post effect, VolumeProfile effect. Triggers (ZH): 后处理, 现代后处理, 泛光, Bloom, 景深, 色调映射, 暗角, 颜色调整, 调色, Volume 后处理.
Prefab management. Use when users want to create, instantiate, apply, unpack, find instances, edit prefab assets, or create variants. Triggers: prefab, instantiate prefab, spawn, create prefab, apply prefab, unpack prefab, variant, prefab override, revert override, prefab asset, find instances, set prefab property, 预制体, 实例化, 生成预制体, 创建预制体, 应用预制体, 解包, 变体, 预制体覆盖, 还原覆盖, 查找实例, 修改预制体.