Discard all frames currently held by the Editor Profiler (UnityEditorInternal.ProfilerDriver.ClearAllFrames). Cannot be undone.
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
Discard all frames currently held by the Editor Profiler (UnityEditorInternal.ProfilerDriver.ClearAllFrames). Cannot be undone.
日本語の概要は準備中です。原文の説明を表示しています。
Search the Unity asset database using a search filter string. The filter accepts names, labels (`l:`), types (`t:`), AssetBundles (`b:`), areas (`a:`), and globs (`glob:`). See the body for the full filter syntax.
日本語の概要は準備中です。原文の説明を表示しています。
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' to find the asset first.
日本語の概要は準備中です。原文の説明を表示しています。
List all UPM packages installed in the Unity project — name, version, source, description. Optionally filter by source (registry, embedded, local, git, built-in, local tarball), by name/display/description substring, and by direct-dependency-only.
日本語の概要は準備中です。原文の説明を表示しています。
Retrieve Unity Editor logs from the MCP plugin's `LogCollector`, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.
日本語の概要は準備中です。原文の説明を表示しています。
Uninstall a UPM package from the Unity project. Modifies `manifest.json` and may trigger a domain reload — the final result is delivered after the reload via the request's `requestId`. Built-in packages and packages that are dependencies of others cannot be removed. Use 'package-list' to list installed packages first.
日本語の概要は準備中です。原文の説明を表示しています。
Search Unity's package registry plus locally installed packages (Git, local, embedded sources) by query string. Returns available versions and installation status. Online mode fetches exact matches from the live registry then supplements with cached substring matches.
日本語の概要は準備中です。原文の説明を表示しています。
Return current frame timing, FPS, vsync, target frame rate, threading mode, and graphics device type from Unity Time / QualitySettings / SystemInfo.
日本語の概要は準備中です。原文の説明を表示しています。
Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.
日本語の概要は準備中です。原文の説明を表示しています。
Start / stop / pause the Unity Editor 'playmode'. Use 'editor-application-get-state' to inspect the current state first. Throws if the project currently has compilation errors.
日本語の概要は準備中です。原文の説明を表示しています。
Implement and land a fix for an explicitly identified marin-community/marin GitHub issue.
日本語の概要は準備中です。原文の説明を表示しています。
评论区运营与舆情危机应对:为一批评论生成分层回复模板(赞美/提问/求购/杠精/黑粉) 与分级处理规则,从评论中挖掘选题反哺内容,负面事件时做危机分级 + 声明草稿 + 统一口径。 当用户说"回复评论"、"评论区运营"、"评论怎么回"、"钓评论"、"引导互动"、 "评论区选题"、"舆情"、"危机公关"、"差评"、"黑粉"、"被骂了"、"道歉声明"、 "统一口径"、"负面缠上来了"、"翻车了怎么办"时触发。 和 skill-quality-gate 的区别:quality-gate 是发布前合规质检, community-ops 是发布后的评论互动与危机响应。
日本語の概要は準備中です。原文の説明を表示しています。
This skill should be used when the user asks to "calculate TAM", "determine SAM", "estimate SOM", "size the market", "calculate market opportunity", "what's the total addressable market", or requests market sizing analysis for a startup or business opportunity.
日本語の概要は準備中です。原文の説明を表示しています。
Use when the user asks to "analyze my target audience", "build an audience profile for influencer targeting", "research a niche community", or "deep-dive a subculture before partnering with creators"; in audience mode produces demographic/psychographic profiles, a platform-priority matrix, named personas, and an influencer-selection criteria set, and in niche mode produces a community map, culture decode (language/norms/taboos), key-voice tiers, a Brand Fit Score, and a phased entry strategy. Not for finding specific creators to contract — use influencer-discovery; not for scoring a shortlist on Suitability — use fit-scorer. 目标受众画像/人群分析 · 细分社群/亚文化调研
日本語の概要は準備中です。原文の説明を表示しています。
Build empowered product teams using discovery and delivery dual-track. Use when the user mentions "product discovery", "empowered teams", "feature factory", "opportunity assessment", "product vision", "product strategy", "what should we build", or "our roadmap is just a feature list". Also trigger when restructuring teams away from output-driven models, or deciding what to build next based on outcomes. Covers discovery techniques, team structure, opportunity assessment, vision/strategy, and continuous delivery. For customer interviews, see mom-test. For ongoing discovery systems, see continuous-discovery.
日本語の概要は準備中です。原文の説明を表示しています。
Build a weekly cadence of customer touchpoints using Opportunity Solution Trees, assumption mapping, and interview snapshots. Use when the user mentions "continuous discovery", "opportunity solution tree", "weekly interviews", "assumption testing", "discovery habits", "product trio", "outcome-based roadmap", "how do I talk to customers regularly", "we keep building things nobody uses", or "connect research to the roadmap". Also trigger when setting up regular customer feedback loops, prioritizing which experiments to run, or tying discovery insights to delivery work. Covers experience mapping, co-creation, and prioritizing opportunities. For interview technique, see mom-test. For team structure, see inspired-product.
日本語の概要は準備中です。原文の説明を表示しています。
Builds reach through other people's audiences — co-marketing partnerships, creator and influencer programs, and community building. Use this to find and evaluate partners, structure a joint campaign or creator deal, plan a community strategy, or decide whether a partnership is worth the coordination cost.
日本語の概要は準備中です。原文の説明を表示しています。
Generate comprehensive market opportunity analysis with TAM/SAM/SOM calculations
日本語の概要は準備中です。原文の説明を表示しています。
Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.
日本語の概要は準備中です。原文の説明を表示しています。
This skill should be used when the user asks to "calculate TAM", "determine SAM", "estimate SOM", "size the market", "calculate market opportunity", "what's the total addressable market", or requests market sizing analysis for a startup or business opportunity.
日本語の概要は準備中です。原文の説明を表示しています。
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.
日本語の概要は準備中です。原文の説明を表示しています。
Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.
日本語の概要は準備中です。原文の説明を表示しています。
Researches Reddit using a brand's Brand DNA to find promotable pain-point discussions, target subreddits, and real user search language. Produces a prioritized Reddit opportunity list for content seeding, helpful replies, and prompt research inspiration.
日本語の概要は準備中です。原文の説明を表示しています。
Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules. Best when agents must prove the actual folder/module/scene/prefab/runtime owner before editing, especially runtime UI, generated assets, code graphs, tutorial/state flows, guided selection/action flows, overlay/dim source-bound mistakes, coordinate conversions, focus/highlight/marker/HUD alignment, predictive lead aiming, ballistic trajectories, spatial IoU verification, or repeated "fix still not visible" failures.
日本語の概要は準備中です。原文の説明を表示しています。