Kursach_StealthAction/.agent/skills/particle-system-modify/SKILL.md

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---
name: particle-system-modify
description: Modify a `UnityEngine.ParticleSystem` component on a GameObject. Pass `SerializedMember` payloads only for the modules you want to change; everything else is left alone. Use 'particle-system-get' first to inspect the current structure.
metadata:
generated-by: mcp-plugin-dotnet
---
# ParticleSystem / Modify
Modify a `UnityEngine.ParticleSystem` component on a GameObject. Pass `SerializedMember` payloads only for the modules you want to change; omitted modules are left untouched. Use 'particle-system-get' first to inspect the current structure so the diff is targeted.
## Inputs
- `gameObjectRef` — the GameObject hosting the `ParticleSystem` component (required).
- `componentRef` — optional. Resolves a specific `ParticleSystem` when the GameObject has more than one; otherwise the first `ParticleSystem` found is used.
- `main`, `emission`, `shape`, `velocityOverLifetime`, `limitVelocityOverLifetime`, `inheritVelocity`, `lifetimeByEmitterSpeed`, `forceOverLifetime`, `colorOverLifetime`, `colorBySpeed`, `sizeOverLifetime`, `sizeBySpeed`, `rotationOverLifetime`, `rotationBySpeed`, `externalForces`, `noise`, `collision`, `trigger`, `subEmitters`, `textureSheetAnimation`, `lights`, `trails`, `customData`, `renderer` — optional `SerializedMember` payloads per module. Include only the properties you want to change.
## Behavior
Each non-null module is applied via `Reflector.TryModify` and logged with a `[ModuleName]` prefix in the response's `logs` array. The `renderer` payload targets the sibling `UnityEngine.ParticleSystemRenderer` component on the same GameObject; if absent, the call logs the miss instead of throwing. When at least one module was modified, the GameObject and the `ParticleSystem` are marked dirty so the change persists. The whole call runs on the Unity main thread.
## How to Call
```bash
unity-mcp-cli run-tool particle-system-modify --input '{
"gameObjectRef": "string_value",
"componentRef": "string_value",
"main": "string_value",
"emission": "string_value",
"shape": "string_value",
"velocityOverLifetime": "string_value",
"limitVelocityOverLifetime": "string_value",
"inheritVelocity": "string_value",
"lifetimeByEmitterSpeed": "string_value",
"forceOverLifetime": "string_value",
"colorOverLifetime": "string_value",
"colorBySpeed": "string_value",
"sizeOverLifetime": "string_value",
"sizeBySpeed": "string_value",
"rotationOverLifetime": "string_value",
"rotationBySpeed": "string_value",
"externalForces": "string_value",
"noise": "string_value",
"collision": "string_value",
"trigger": "string_value",
"subEmitters": "string_value",
"textureSheetAnimation": "string_value",
"lights": "string_value",
"trails": "string_value",
"customData": "string_value",
"renderer": "string_value"
}'
```
> For complex input (multi-line strings, code), save the JSON to a file and use:
> ```bash
> unity-mcp-cli run-tool particle-system-modify --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> unity-mcp-cli run-tool particle-system-modify --input-file - <<'EOF'
> {"param": "value"}
> EOF
> ```
### Troubleshooting
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 |
|------|------|----------|-------------|
| `gameObjectRef` | `any` | Yes | Reference to the GameObject containing the ParticleSystem component. |
| `componentRef` | `any` | No | Optional reference to a specific ParticleSystem component if the GameObject has multiple. If not provided, uses the first ParticleSystem found. |
| `main` | `any` | No | Main module data to apply. Only include properties you want to change. |
| `emission` | `any` | No | Emission module data to apply. Only include properties you want to change. |
| `shape` | `any` | No | Shape module data to apply. Only include properties you want to change. |
| `velocityOverLifetime` | `any` | No | Velocity over Lifetime module data to apply. Only include properties you want to change. |
| `limitVelocityOverLifetime` | `any` | No | Limit Velocity over Lifetime module data to apply. Only include properties you want to change. |
| `inheritVelocity` | `any` | No | Inherit Velocity module data to apply. Only include properties you want to change. |
| `lifetimeByEmitterSpeed` | `any` | No | Lifetime by Emitter Speed module data to apply. Only include properties you want to change. |
| `forceOverLifetime` | `any` | No | Force over Lifetime module data to apply. Only include properties you want to change. |
| `colorOverLifetime` | `any` | No | Color over Lifetime module data to apply. Only include properties you want to change. |
| `colorBySpeed` | `any` | No | Color by Speed module data to apply. Only include properties you want to change. |
| `sizeOverLifetime` | `any` | No | Size over Lifetime module data to apply. Only include properties you want to change. |
| `sizeBySpeed` | `any` | No | Size by Speed module data to apply. Only include properties you want to change. |
| `rotationOverLifetime` | `any` | No | Rotation over Lifetime module data to apply. Only include properties you want to change. |
| `rotationBySpeed` | `any` | No | Rotation by Speed module data to apply. Only include properties you want to change. |
| `externalForces` | `any` | No | External Forces module data to apply. Only include properties you want to change. |
| `noise` | `any` | No | Noise module data to apply. Only include properties you want to change. |
| `collision` | `any` | No | Collision module data to apply. Only include properties you want to change. |
| `trigger` | `any` | No | Trigger module data to apply. Only include properties you want to change. |
| `subEmitters` | `any` | No | Sub Emitters module data to apply. Only include properties you want to change. |
| `textureSheetAnimation` | `any` | No | Texture Sheet Animation module data to apply. Only include properties you want to change. |
| `lights` | `any` | No | Lights module data to apply. Only include properties you want to change. |
| `trails` | `any` | No | Trails module data to apply. Only include properties you want to change. |
| `customData` | `any` | No | Custom Data module data to apply. Only include properties you want to change. |
| `renderer` | `any` | No | Renderer module data to apply. Only include properties you want to change. |
### Input JSON Schema
```json
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"componentRef": {
"$ref": "#/$defs/AIGD.ComponentRef"
},
"main": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"emission": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"shape": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"velocityOverLifetime": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"limitVelocityOverLifetime": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"inheritVelocity": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"lifetimeByEmitterSpeed": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"forceOverLifetime": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"colorOverLifetime": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"colorBySpeed": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"sizeOverLifetime": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"sizeBySpeed": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"rotationOverLifetime": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"rotationBySpeed": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"externalForces": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"noise": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"collision": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"trigger": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"subEmitters": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"textureSheetAnimation": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"lights": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"trails": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"customData": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"renderer": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
}
},
"$defs": {
"UnityEngine.EntityId": {
"type": "string",
"pattern": "^[0-9]+$"
},
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"$ref": "#/$defs/UnityEngine.EntityId",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"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": "Find GameObject in opened Prefab or in the active Scene."
},
"AIGD.ComponentRef": {
"type": "object",
"properties": {
"index": {
"type": "integer",
"description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
},
"typeName": {
"type": "string",
"description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null."
},
"instanceID": {
"$ref": "#/$defs/UnityEngine.EntityId",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"index",
"instanceID"
],
"description": "Component reference. Used to find a Component at GameObject."
},
"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
}
},
"required": [
"gameObjectRef"
]
}
```
## Output
### Output JSON Schema
```json
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.ParticleSystem.Editor.ModifyParticleSystemResponse",
"description": "Response containing the result of modifying a ParticleSystem."
}
},
"$defs": {
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"$ref": "#/$defs/UnityEngine.EntityId",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"UnityEngine.EntityId": {
"type": "string",
"pattern": "^[0-9]+$"
},
"System.Type": {
"type": "string"
},
"AIGD.ComponentRef": {
"type": "object",
"properties": {
"index": {
"type": "integer",
"description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
},
"typeName": {
"type": "string",
"description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null."
},
"instanceID": {
"$ref": "#/$defs/UnityEngine.EntityId",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"index",
"instanceID"
],
"description": "Component reference. Used to find a Component at GameObject."
},
"System.String-1": {
"type": "array",
"items": {
"type": "string"
}
},
"com.IvanMurzak.Unity.MCP.ParticleSystem.Editor.ModifyParticleSystemResponse": {
"type": "object",
"properties": {
"success": {
"type": "boolean",
"description": "Whether the modification was successful."
},
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef",
"description": "Reference to the GameObject containing the ParticleSystem component."
},
"componentRef": {
"$ref": "#/$defs/AIGD.ComponentRef",
"description": "Reference to the modified ParticleSystem component."
},
"componentIndex": {
"type": "integer",
"description": "Index of the ParticleSystem component in the GameObject's component list."
},
"logs": {
"$ref": "#/$defs/System.String-1",
"description": "Log of modifications made and any warnings/errors encountered."
}
},
"required": [
"success",
"componentIndex"
],
"description": "Response containing the result of modifying a ParticleSystem."
}
},
"required": [
"result"
]
}
```