Skip to main content

aibridge-prefab-patch

Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector set_property, scene object commands, and direct Unity YAML fallback

来源信息

仓库
liyingsong99/AIBridge
最近来源活动
2026年7月3日 06:41
检测到的 SKILL.md 语言
英语
星标
227
Forks
33

安装方式

默认使用会先检查来源的 Prompt;你也可以切换为直接命令,或下载本地副本。

检查来源文件

决定是否安装前,请先阅读 SKILL.md,以及 SkillsMP 当前展示的配套文件。

正在显示 SKILL.md

SKILL.md
来源说明 · 只读预览
name
aibridge-prefab-patch
description
Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector set_property, scene object commands, and direct Unity YAML fallback
# AIBridge Prefab Patch Use `prefab patch` when one Prefab edit needs multiple operations in one load/save cycle. For single-field or small batched edits, prefer `inspector set_property` or `inspector set_properties`. For scene objects, prefer `gameobject`, `transform`, and `inspector`. For unsupported operations, load `unity-yaml-editing` ## 参数选择 - Prefer `--ops <file>` for multi-step edits, nested JSON, arrays, references, or anything run from PowerShell - Use `--ops-json <json>` only for one or two very small operations - Put temporary operation files under `.aibridge/patch_ops/` - Always run `--dryRun true` before writing the prefab ## 标准流程 1. Find the target prefab with `asset find/search --format paths` 2. Inspect structure with `prefab get_hierarchy --prefabPath "<prefab>"` 3. Create `.aibridge/patch_ops/<task>.json` 4. Run dry-run: ```bash $CLI prefab patch --prefabPath "Assets/Prefabs/Player.prefab" --ops ".aibridge/patch_ops/player_hp_patch.json" --dryRun true ``` 5. If dry-run succeeds, run the same command without `--dryRun true` 6. Re-check hierarchy/properties, then run `compile unity` and `get_logs --logType Error` ## 操作示例 ```json [ { "op": "ensure_child", "path": "Player/HP" }, { "op": "set_property", "target": { "path": "Player/HP", "componentName": "Animator" }, "propertyName": "m_Enabled", "value": true } ] ``` Supported ops: `ensure_child`, `ensure_component`, `set_property`, `set_properties`, `set_array`, `append_array`, `clear_array`. See `references/prefab-reference.md` for full op schemas ## 不支持时的处理 If an operation is not covered by patch ops, load `unity-yaml-editing` and follow its Decision Order ## 引用写法 Use these object reference values inside `value` or array items: ```json { "$gameObject": "Player/HP" } { "$component": { "path": "Player/HP", "typeName": "Animator" } } { "$asset": "Assets/Materials/HPMat.mat" } { "$guid": "asset-guid" } null ``` ## 注意事项 - Do not edit Prefab YAML directly; for unsupported operations use `unity-yaml-editing` - Duplicate child names or component types are ambiguous; use exact hierarchy paths and `componentIndex` ## References - `references/prefab-reference.md`: generated CLI reference for general `prefab` commands
在 GitHub 查看