Install the "assets-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-modify into .claude/skills/assets-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-modify", then confirm the skill loads.
Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Type this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-modify -a codex
Project install goes to .agents/skills/; add -g for ~/.codex/skills/.
Install the "assets-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-modify into .agents/skills/assets-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-modify", then confirm the skill loads.
Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-modify -a cursor
Project install goes to .agents/skills/; add -g for ~/.cursor/skills/.
Install the "assets-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-modify into .cursor/skills/assets-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-modify", then confirm the skill loads.
Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-modify -a gemini-cli
Project install goes to .agents/skills/; add -g for ~/.gemini/skills/.
Install the "assets-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-modify into .gemini/skills/assets-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-modify", then confirm the skill loads.
Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Installs for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-modify -a github-copilot
Project install goes to .agents/skills/; add -g for ~/.copilot/skills/.
Install the "assets-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-modify into .github/skills/assets-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-modify", then confirm the skill loads.
GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill assets-modify -a opencode
OpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
Install the "assets-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-modify into .opencode/skills/assets-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "assets-modify", then confirm the skill loads.
OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Facts
Skill name
assets-modify
GitHub stars
4.4k
Used in
1 other repo
Token cost
~1.7k tokens
SKILL.md length
208 words
Files
1
Skills in repo
80
Repo updated
First seen
Licence
Apache-2.0
At a glance
Modify an asset file in the project. An agent skill from IvanMurzak/Unity-MCP.
Works in 3 steps: content — full SerializedMember override… → pathPatches — list of {path, value}… → jsonPatch — JSON Merge Patch routed…
Game Development work in your project
SKILL.md covers Three modification surfaces, Path syntax, How to Call and Input, plus 1 more section
Calls npm and npx
What it does
Assets Modify is an agent skill from IvanMurzak/Unity-MCP. Modify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification surfaces are available (content, pathPatches, jsonPatch) — see the skill body for details.
Its SKILL.md is about 1.7k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. It works with Model Context Protocol. The repository describes itself as: AI Skills, MCP Tools, and CLI for Unity Engine. Full AI develop and test loop. Use cli for quick setup. Efficient token usage, advanced tools. Any C method may be turned into a… The licence is Apache-2.0.
When your agent uses it
Game Development work in your project
Example prompts
“assets-get-data”
“Packages/”
“Assets/”
“/assets-modify”
Requirements
Node.js
Workflow steps
3 steps, taken from the first numbered list in SKILL.md.
1content — full SerializedMember override (legacy, backwards compatible).
2pathPatches — list of {path, value} pairs routed through Reflector.TryModifyAt.
3jsonPatch — JSON Merge Patch routed through Reflector.TryPatch.
What it can do on your machine
Read from SKILL.md and the folder at commit 4c8056f. It shows what the files ask for, not the result of running them.
Tool permissions
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Runs code
Shell commands in SKILL.md call:
npm
npx
From the folder's file list and the shell code blocks in SKILL.md.
Network
No URLs in SKILL.md. Its commands use npm and npx, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Credentials
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Context cost
Assets Modify loads about 1.7k tokens when it runs. Until then it costs about 81 tokens; SKILL.md has 208 words of instructions outside code blocks.
Always· name and description, kept in context so the agent knows when to use it
~81
When it runs· the whole SKILL.md, loaded when a task matches
~1.7k
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
Safety
Auto-check passed
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
Download SKILL.mdSave it as .claude/skills/assets-modify/SKILL.md (or your agent's skills folder).
name
assets-modify
description
Modify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification surfaces are available (content, pathPatches, jsonPatch) — see the skill body for details.
Assets / Modify
Three modification surfaces
Use whichever fits the task:
content — full SerializedMember override (legacy, backwards compatible).
pathPatches — list of {path, value} pairs routed through Reflector.TryModifyAt.
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.
If unity-mcp-cli is not found, either install it globally (npm install -g unity-mcp-cli) or use npx unity-mcp-cli instead.
Read the /unity-initial-setup skill for detailed installation instructions.
Input
Name
Type
Required
Description
assetRef
any
Yes
Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders.
content
any
No
Optional. The asset content. It overrides the existing asset content (legacy path).
pathPatches
any
No
Optional. List of path-scoped patches routed through Reflector.TryModifyAt.
jsonPatch
any
No
Optional. JSON Merge Patch (RFC 7396, extended with [i]/[key] keys) routed through Reflector.TryPatch.
Input JSON Schema
json
{
"type": "object",
"properties": {
"assetRef": {
"$ref": "#/$defs/AIGD.AssetObjectRef"
},
"content": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"pathPatches": {
"$ref": "#/$defs/System.Collections.Generic.List(AIGD.PathPatch)"
},
"jsonPatch": {
"anyOf": [
{
"type": "string"
},
{
"type": "object",
"additionalProperties": true
}
]
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"AIGD.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
}
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
"type": "object",
"properties": {
"typeName": {
"type": "string",
"description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
},
"name": {
"type": "string",
"description": "Object name."
},
"value": {
"description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
},
"fields": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Nested field value."
},
"description": "Fields of the object, serialized as a list of 'SerializedMember'."
},
"props": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Nested property value."
},
"description": "Properties of the object, serialized as a list of 'SerializedMember'."
}
},
"required": [
"typeName"
],
"additionalProperties": false
},
"AIGD.PathPatch": {
"type": "object",
"properties": {
"Path": {
"type": "string",
"description": "Slash-delimited path to the target field/element/entry. Plain segment navigates a field or property (e.g. 'admin' or 'admin/name'). Use '[i]' for array/list index (e.g. 'planets/[0]/orbitRadius'). Use '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Required."
},
"Value": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "The new value to write at the path. Use the standard SerializedMember envelope: 'typeName' + 'value' for primitives, or nested 'fields'/'props' for complex types. Required — omitting it overwrites the target with a default empty SerializedMember."
}
}
},
"System.Collections.Generic.List(AIGD.PathPatch)": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.PathPatch"
}
}
},
"required": [
"assetRef"
]
}
We found 10 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in IvanMurzak/Unity-MCP, which our catalogue first saw on October 7, 2026.
Assets Modify next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
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Modify an asset file in the project. An agent skill from IvanMurzak/Unity-MCP. Assets Modify is an agent skill from IvanMurzak/Unity-MCP. Modify an asset file in the project.
When should I use Assets Modify?
Assets Modify fits situations like: game Development work in your project.
How do I install Assets Modify in Claude Code?
Run `npx skills add IvanMurzak/Unity-MCP --skill assets-modify -a claude-code`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/assets-modify in IvanMurzak/Unity-MCP) into .claude/skills/assets-modify in your project. Claude Code loads it when a task matches its description.
How do I install Assets Modify in Codex?
Run `npx skills add IvanMurzak/Unity-MCP --skill assets-modify -a codex`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/assets-modify in IvanMurzak/Unity-MCP) into .agents/skills/assets-modify in your project. Codex loads it when a task matches its description.
Can I use Assets Modify in Cursor, Gemini CLI or GitHub Copilot?
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add IvanMurzak/Unity-MCP --skill assets-modify -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/assets-modify, .gemini/skills/assets-modify, .github/skills/assets-modify and .opencode/skills/assets-modify in your project.
What does Assets Modify need to run?
Going by SKILL.md and its folder, Assets Modify needs the command-line tools its instructions call (npm and npx). Our summary lists: Node.js.
Does Assets Modify access the network?
SKILL.md contains no URLs. Its commands use npm and npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
Is Assets Modify safe to install?
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
What licence does Assets Modify use?
Assets Modify is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
How many tokens does Assets Modify use?
About 1.7k tokens (SKILL.md is roughly 6.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
What are the alternatives to Assets Modify?
Skills that share tags, products or a category with Assets Modify: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Multi Account Isolation (antibrow/anti-detect-browser-skills, 932 stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 491 stars) and Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Who maintains Assets Modify?
IvanMurzak (a GitHub user) maintains it in IvanMurzak/Unity-MCP, which has 4,398 GitHub stars. The repository holds 80 skills in this directory. The repository was last updated on October 4, 2026.
Source: IvanMurzak/Unity-MCP on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.