--- title: manage_scriptable_object sidebar_label: manage_scriptable_object description: "Creates and modifies ScriptableObject assets using Unity SerializedObject property paths." --- # `manage_scriptable_object` > **Auto-generated** from the Python tool registry. Do not hand-edit outside `` blocks — the generator (`tools/generate_docs_reference.py`) will overwrite them. **Group:** `scripting_ext`  ·  **Module:** `services.tools.manage_scriptable_object` ## Description Creates and modifies ScriptableObject assets using Unity SerializedObject property paths. ## Parameters | Name | Type | Required | Description | |------|------|----------|-------------| | `action` | `Literal['create', 'modify']` | yes | Action to perform: create or modify. | | `type_name` | `str \| None` | — | Namespace-qualified ScriptableObject type name (for create). | | `folder_path` | `str \| None` | — | Target folder under Assets/... (for create). | | `asset_name` | `str \| None` | — | Asset file name without extension (for create). | | `overwrite` | `bool \| str \| None` | — | If true, overwrite existing asset at same path (for create). | | `target` | `dict[str, Any] \| str \| None` | — | Target asset reference {guid\|path} (for modify). | | `patches` | `list[dict[str, Any]] \| str \| None` | — | Patch list (or JSON string) to apply. For object references: use {"ref": {"guid": "..."}} or {"value": {"guid": "..."}}. For Sprite sub-assets: include "spriteName" in the ref/value object. Single-sprite textures auto-resolve from guid/path alone. | | `dry_run` | `bool \| str \| None` | — | If true, validate patches without applying (modify only). | ## Returns A `dict` containing the Unity response. The exact shape depends on the action. ## Examples *No examples yet. Add usage examples here — they will be preserved across regenerations.*