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。
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概要と使いどころ
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。
Redesign GitHub README homepages or create project-native pure SVG, hybrid SVG-composed PNG/WebP, and opt-in animated GIF assets. Use when a user asks to beautify, redesign, rebrand, visually upgrade, simplify, or audit a GitHub README; create only a hero, section headers, diagrams, badges, motion graphics, showcase modules, or other README assets; or turn a repository homepage into a cohesive visual story. If whole-README work versus asset-only work is unclear, ask which scope the user wants. For hero-like assets where pure SVG and generated raster material are both viable, explain the tradeoffs and confirm the implementation before creating the asset.
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。
RoadRunner asset path lookup tables for map format conversions in MATLAB. Maps lane markings, signs, signals, barriers, objects, and lane types to RoadRunner asset paths. Use when converting map formats to RRHD, resolving asset paths, or assigning visual assets to HD Map objects.
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。
Plan and run a media pipeline for images, video, and downloadable assets. Use this skill when designing image storage and delivery, choosing formats (WebP, AVIF), setting up responsive images, picking a video host, organizing a brand asset library, or auditing a slow image pipeline. Triggers on image pipeline, asset library, DAM, image optimization, WebP, AVIF, responsive images, video hosting, image CDN, asset workflow, media management. Also triggers when images are slow, broken, or scattered across systems.
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。
Dung khi da co MOT master design va can ra du kich thuoc cho tat ca kenh — bang kich thuoc chuan 2025-2026 cho feed, story, reel, cover, placement ads; 3 cach xu ly scale-crop, re-compose, rebuild; quy tac safe zone va cach dat ten file. Kich hoat khi user nhac 'resize asset', 'du kich thuoc', 'adapt kich thuoc', 'bang kich thuoc chuan', 'safe zone', 'anh bi cat mat chu tren story', 'mot anh dang duoc may cho'. Khong dung cho — thiet ke moi tu concept thi dung skill 42-brief-hinh-anh; asset gap khi campaign dang chay thi dung skill 48-quick-visual-brief; liet ke toan bo asset cua campaign thi dung skill 41-campaign-asset-list.
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 a LIVE campaign needs a new asset the same day — creative fatigue, CTR decay, climbing frequency, or a new angle to test: stripped-down input, duplicate the winning creative and change only what is listed, a one-page template, and a hard SLA so the designer ships in 2-4 hours. Trigger on 'quick brief', 'need an asset fast', 'creative fatigue', 'swap the creative today', 'frequency is too high', 'the ad is dying and we need a new one'. Not for — planning assets before launch, see `41-campaign-asset-list-global`; a full concept brief with time to spare, see `42-image-brief-global`; resizing an existing master, see `50-asset-resize-global`; raising budget on a winner, see `55-scaling-ads-global`.
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 and inspect the installed Blueish Blender Asset Library without mutating it. Use when a user asks for a local Blender asset, node preset, Blueish asset, Asset Browser entry, or named source, or when the Router has selected a node-centric/reusable Geometry Nodes, material, simulation, rigging, compositor, or NPR route with eligible local catalogs; return compatible, attributable candidates for the Router-approved workflow.
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。
Report which kasetto-installed skills and MCP servers are actually being used across the AI agents on this machine, and render a branded HTML dashboard of the result. Use whenever the user asks what agent assets they actually use, which skills or MCPs are dead weight, what to prune or clean up from kasetto.yaml, why their context is bloated with unused MCP servers, whether a skill has ever been invoked, or wants a usage report, audit, or dashboard of their agent setup. Also trigger on "kst ai assets usage", "ai asset usage", "what skills do I actually use", "which MCPs are worth keeping", "audit my agent assets", "am I using all these skills", or any request to review, trim, or justify an installed agent toolkit.
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 adding, organizing, registering, or loading non-code files (images, audio, video) in a Pixi'VN project — local assets processed by PixiJS AssetPack vs. online/remote-hosted assets, the AssetsManifest/bundle/alias system, where to edit the manifest for each case, and when to load bundles (at startup, in the background, per-label, per-route). Load this before writing any code that references an image/sound/video path directly, or before adding entries to a manifest.
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。
Design an asset library structure — naming conventions, formats, and delivery specs. Use when asked to "organize our brand assets", "define asset naming conventions", or "spec logo delivery formats".
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。
Assesses upstream oil and gas assets with reserve estimation, production decline curves, and net asset value modeling. Use when evaluating E&P assets, analyzing reserve reports, or modeling upstream economics.
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。
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
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。
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
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。
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
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。
Redesign GitHub README homepages or create project-native pure SVG, hybrid SVG-composed PNG/WebP, and opt-in animated GIF assets. Use when a user asks to beautify, redesign, rebrand, visually upgrade, simplify, or audit a GitHub README; create only a hero, section headers, diagrams, badges, motion graphics, showcase modules, or other README assets; or turn a repository homepage into a cohesive visual story. If whole-README work versus asset-only work is unclear, ask which scope the user wants. For hero-like assets where pure SVG and generated raster material are both viable, explain the tradeoffs and confirm the implementation before creating the asset.
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。
Operating Roblox Studio for game development — the visual editor in which the 3D scene is built, tested, and published. Use this skill for: Studio basics (Explorer, Workspace, play-test, saving the place as .rbxl), the interplay with Rojo (Connect, scene-vs-code mode), AI control of Studio via the Roblox-Studio-MCP (execute_luau, insert_from_creator_store, generate_material, screen_capture, Play/Stop, reading the Console), the complete asset-pipeline workflow (Creator Store → clean up → kit → scene → .rbxl → Rojo brings it to life), and above all the MANDATORY malware scan for marketplace assets. Also trigger on "embed an asset from the Store", "Studio MCP not working", "studios: []", "generate material", "save scene", "is this Roblox asset safe", "scripts disappear after Play".
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。
Determine whether to expense or depreciate business assets using the de minimis safe harbor ($2,500), Section 179 ($1,220,000 limit), bonus depreciation (phase-out 2024–2027), or MACRS schedules. Track asset basis, useful life, and accumulated depreciation. Trigger on "depreciate", "Section 179", "bonus depreciation", "capitalize or expense", "asset tracking", "de minimis".
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。
UI 資產委託導演 SKILL — 讀取 family-map 與 skin-family-*.json,產生 asset-task-manifest / param-tune-manifest 與精確 ArtRecipe,列出每個 family slot 所需的 spriteFrame 路徑、尺寸規格、9-slice 邊距。USE FOR: family-architect 輸出 asset-pending 狀態後,正式產出 UCUF partial asset 任務。DO NOT USE FOR: 非 UI 資產生成、程式邏輯開發、QA 驗證(用 ui-asset-qc)。
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。
Analyzes the downstream impact (blast radius) using data lineage on Google Cloud when a BigQuery table or view is broken, stale, or modified. Identifies all downstream tables, dashboards, and processes that will be affected. Use when: - Performing a blast radius or impact analysis for a BigQuery table or view. - Assessing the consequences of modifying, deleting, or pausing updates to a BigQuery asset. - Identifying downstream dependencies (tables, dashboards, processes) of a BigQuery asset. Don't use for: - General BigQuery querying or data analysis (use BigQuery-related tools instead). - Non-BigQuery assets (e.g., Cloud Storage files) unless they are part of the BigQuery lineage. - Creating or modifying lineage links directly.
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 you need high-quality stock-style images from Aura Assets (aura.build/assets) similar to Unsplash for design mockups and marketing: backgrounds, abstract wallpapers, architecture, portraits, and headshots. Includes a workflow for searching by tag on aura.build/assets and returns 5 real image URLs per category plus practical guidance for using different resolutions and aspect ratios.
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。
Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.
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。
Comprehensive OSINT methodology for external red-team operations and authorized attack-surface assessments. Covers the 5-stage recon pipeline (seed discovery, asset expansion, enrichment, exposure analysis, reporting), asset-graph discipline with 29 asset types, severity rubric (CRITICAL/HIGH/MEDIUM/LOW/INFO), confidence upgrade workflows, time budgeting, asset-level triage rules, scale-based tactics, identity-fabric mapping (Entra/Okta/ADFS/Google/SAML/M365 Teams+SharePoint+OAuth), API and auth-map methodology, JavaScript deep analysis, mobile attack surface, cloud attack surface, breach×identity correlation, detectability tagging, detection-aware probing (back-off, persona rotation), read-only validator discipline, WAF/CDN bypass + origin discovery, vulnerability prioritization (CVE/EPSS/KEV), phishing infrastructure planning + pretext development, bug bounty submission templates, client deliverable templates with risk translation, threat-actor investigation (incl. RU/CN pivots), cryptocurrency tracing, image/video forensics, chronolocation. Use when planning or executing reconnaissance against authorized targets, mapping an organization's external attack surface, investigating a person/entity, tracing crypto flows, geolocating media, or performing attribution work.
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 detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader 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。
Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (`gameObjectRef`) or an existing prefab asset (`sourcePrefabAssetPath`). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject 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。