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Builtin Library

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Change how entities look across a whole hierarchy in one call — hand it a material, a mesh, or a shader and a scope, and it finds the right entities and fields and applies it.

The common situation is that you have a material and a rough idea of where the thing lives, and want the assignment done across the whole subtree at once. Batch-assign a material (by name or ref) to every material field under a scope, swap the mesh on the Model / SkinnedModel entities under a root, or swap a material's shader while preserving its texture links and property values by canonical role.

Targeting is schema-driven: for the material and shader operations, each targeted entity's components are enumerated and every component — builtin or user-authored — that declares a public material asset-ref field participates. The scope is one entity, a list, or the whole scene by default; options can stop at the first match or filter candidates by name pattern. This is the hierarchy-aware assignment layer — creating materials and editing registry-wide properties live on the lower-level Material surface, and per-ref edits live on the resolved asset refs themselves.