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Unity Component

besty0728/unity-component

Manage GameObject components — add, remove, list, copy, enable/disable, and read/set component fields. Use when attaching or removing components, copying components between objects, toggling them, or reading/writing their serialized fields, even if the user just says "加个组件" or "改组件属性". 管理 GameObject 组件(添加、移除、列出、复制、启用/禁用、读写组件字段);当用户要挂载或移除组件、在对象间复制组件、开关组件或读写其序列化字段时使用。

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on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-component

The instruction itself

28 sections, as written by the author

Unity Component Skills

> BATCH-FIRST: Use *_batch skills when operating on 2+ objects to reduce API calls from N to 1.

Operating Mode

  • Approval:本模块 Mixed —— component_list / component_get_propertiesSkillMode.SemiAuto,可直接执行;写类 skill (component_add / component_set_property / component_set_enabled / component_copy 等) 标 SkillMode.FullAuto,需 grant 单次执行返结果。
  • Auto / Bypass:FullAuto 直接执行。
  • 含 NeverInSemi 高危 skillcomponent_remove / component_remove_batch(Operation.Delete)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。

DO NOT (common hallucinations):

  • component_create / component_get do not exist → use component_add (add) and component_get_properties (read)
  • component_find does not exist → use component_list to list components on an object
  • componentType is case-sensitive — Rigidbody not rigidbody, BoxCollider not boxcollider
  • Custom scripts need exact class name; if namespaced, use Namespace.ClassName

Routing:

  • To create a C# component script → use script module's script_create first, then component_add
  • To set multiple properties at once → use component_set_property_batch
  • To enable/disable a component → component_set_enabled (not component_set_property)

> Object Targeting: All single-object skills accept name (string), instanceId (int, preferred), and path (string, hierarchy path). Provide at least one.

Skills Overview

| Single Object | Batch Version | Use Batch When |

|---------------|---------------|----------------|

| component_add | component_add_batch | Adding to 2+ objects |

| component_remove | component_remove_batch | Removing from 2+ objects |

| component_set_property | component_set_property_batch | Setting on 2+ objects |

| component_set_serialized_property | component_set_serialized_property_batch | Setting Inspector SerializedProperty paths |

Other Skills (no batch):

  • component_list - List all components on an object
  • component_get_properties - Get component property values
  • component_set_enabled - Enable/disable a component (Behaviour, Renderer, Collider)
  • component_copy - Copy a component from one object to another
  • component_get_serialized_properties - List Inspector SerializedProperty paths
  • component_copy_exact - Copy a component and verify serialized fields match

Single-Object Skills

component_add

Add a component to a GameObject.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| instanceId | int | No* | Instance ID (preferred) |

| path | string | No* | Hierarchy path |

| componentType | string | Yes | Component type name |

*At least one identifier required

Returns: {success, gameObject, instanceId, component, fullTypeName} (returns {warning, gameObject, instanceId} instead if a single-instance component already exists)

component_remove

Remove a component from a GameObject.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No* | - | GameObject name |

| instanceId | int | No* | - | Instance ID |

| path | string | No* | - | Hierarchy path |

| componentType | string | Yes | - | Component type to remove |

| componentIndex | int | No | 0 | Index into the components of that type when 2+ exist on the same object |

Returns: {success, gameObject, removed} (removed is the requested componentType string)

component_list

List all components on a GameObject.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| instanceId | int | No* | Instance ID |

Returns: {gameObject, instanceId, path, componentCount, components: [{type, fullType, enabled, keyProperties?}]} (keyProperties only present when includeProperties=true)

component_set_property

Set a component property value.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| instanceId | int | No* | Instance ID |

| componentType | string | Yes | Component type |

| propertyName | string | Yes | Property to set |

| value | any | Cond. | New value (for basic types, vectors, colors) |

| referencePath | string | No | Scene object hierarchy path (for scene references) |

| referenceName | string | No | Scene object name (for scene references) |

| assetPath | string | No | Project asset path (for asset references: Material, Texture, AudioClip, ScriptableObject, Prefab, etc.) |

> Provide one of: value (basic types), referencePath/referenceName (scene objects), or assetPath (project assets).

value type examples:

# float / int / bool / string
call_skill("component_set_property", name="Obj", componentType="Rigidbody", propertyName="mass", value=2.5)
call_skill("component_set_property", name="Obj", componentType="Rigidbody", propertyName="useGravity", value=False)

# Vector3 (JSON object with x, y, z)
call_skill("component_set_property", name="Obj", componentType="Transform", propertyName="localPosition",
           value={"x": 1, "y": 2, "z": 3})

# Color (JSON object with r, g, b, a — values 0-1)
call_skill("component_set_property", name="Obj", componentType="Light", propertyName="color",
           value={"r": 1, "g": 0.5, "b": 0, "a": 1})

# Enum (use string name)
call_skill("component_set_property", name="Obj", componentType="Rigidbody", propertyName="interpolation",
           value="Interpolate")

Returns: {success, gameObject, component, property, valueSet, valueType} (valueSet is the string form of the actual value applied; valueType is the resolved target type name)

component_get_properties

Get all properties of a component.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| instanceId | int | No* | Instance ID |

| componentType | string | Yes | Component type |

Returns: {gameObject, component, fullTypeName, properties: [{name, type, fullType, value, canWrite}], fields: [{name, type, fullType, value, isSerializable}]}

component_get_serialized_properties

List Inspector serialized properties on a component via SerializedObject.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| instanceId | int | No* | Instance ID |

| path | string | No* | Hierarchy path |

| componentType | string | Yes | Component type |

| includeChildren | bool | No | Include nested properties |

| limit | int | No | Max properties returned |

Returns: {success, gameObject, component, fullTypeName, properties}

component_set_serialized_property

Set an Inspector serialized property by propertyPath.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| instanceId | int | No* | Instance ID |

| path | string | No* | Hierarchy path |

| componentType | string | Yes | Component type |

| propertyPath | string | Yes | SerializedProperty path, e.g. items.Array.data[0] |

| value | string | Cond. | Primitive/vector/color/enum value |

| referenceName | string | No | Scene object name for ObjectReference |

| referenceInstanceId | int | No | Scene object instance ID for ObjectReference |

| referencePath | string | No | Scene object path for ObjectReference |

| assetPath | string | No | Project asset path for ObjectReference |

| objectType | string | No | Expected object/component type for references |

> Provide value for scalar properties, or a scene/project reference for ObjectReference fields.

Returns: {success, gameObject, component, propertyPath, valueSet}


Batch Skills

component_add_batch

Add components to multiple objects.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| items | json string | Yes | - | JSON array of per-item objects (see example below) |

Returns: {success, totalItems, successCount, failCount, results: [{success, gameObject, componentType, added}]}

unity_skills.call_skill("component_add_batch", items=[
    {"name": "Enemy1", "componentType": "Rigidbody"},
    {"name": "Enemy2", "componentType": "Rigidbody"},
    {"name": "Enemy3", "componentType": "Rigidbody"}
])

component_remove_batch

Remove components from multiple objects.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| items | json string | Yes | - | JSON array of per-item objects (see example below) |

Returns: {success, totalItems, successCount, failCount, results: [{success, gameObject, componentType, removed}]}

unity_skills.call_skill("component_remove_batch", items=[
    {"instanceId": 12345, "componentType": "BoxCollider"},
    {"instanceId": 12346, "componentType": "BoxCollider"}
])

component_set_property_batch

Set properties on multiple objects.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| items | json string | Yes | - | JSON array of per-item objects (see example below) |

Returns: {success, totalItems, successCount, failCount, results: [{success, gameObject, componentType, property, oldValue, newValue}]}

unity_skills.call_skill("component_set_property_batch", items=[
    {"name": "Enemy1", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0},
    {"name": "Enemy2", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0}
])

component_set_serialized_property_batch

Set Inspector serialized properties on multiple components.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| items | json string | Yes | - | JSON array of per-item objects |

Item properties: name, instanceId, path, componentType, propertyPath, value, referenceName, referenceInstanceId, referencePath, assetPath, objectType

Returns: {success, totalItems, successCount, failCount, results}


Common Component Types

Physics

| Type | Description |

|------|-------------|

| Rigidbody | Physics simulation |

| BoxCollider | Box collision |

| SphereCollider | Sphere collision |

| CapsuleCollider | Capsule collision |

| MeshCollider | Mesh-based collision |

| CharacterController | Character movement |

Rendering

| Type | Description |

|------|-------------|

| MeshRenderer | Render meshes |

| SkinnedMeshRenderer | Animated meshes |

| SpriteRenderer | 2D sprites |

| LineRenderer | Draw lines |

| TrailRenderer | Motion trails |

Audio

| Type | Description |

|------|-------------|

| AudioSource | Play sounds |

| AudioListener | Receive audio |

UI

| Type | Description |

|------|-------------|

| Canvas | UI container |

| Image | UI images |

| Text | UI text (legacy) |

| Button | Clickable button |


Example: Efficient Physics Setup

import unity_skills

# BAD: 6 API calls
unity_skills.call_skill("component_add", name="Box1", componentType="Rigidbody")
unity_skills.call_skill("component_add", name="Box2", componentType="Rigidbody")
unity_skills.call_skill("component_add", name="Box3", componentType="Rigidbody")
unity_skills.call_skill("component_set_property", name="Box1", componentType="Rigidbody", propertyName="mass", value=2.0)
unity_skills.call_skill("component_set_property", name="Box2", componentType="Rigidbody", propertyName="mass", value=2.0)
unity_skills.call_skill("component_set_property", name="Box3", componentType="Rigidbody", propertyName="mass", value=2.0)

# GOOD: 2 API calls
unity_skills.call_skill("component_add_batch", items=[
    {"name": "Box1", "componentType": "Rigidbody"},
    {"name": "Box2", "componentType": "Rigidbody"},
    {"name": "Box3", "componentType": "Rigidbody"}
])
unity_skills.call_skill("component_set_property_batch", items=[
    {"name": "Box1", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0},
    {"name": "Box2", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0},
    {"name": "Box3", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0}
])

Best Practices

  • Add colliders before Rigidbody for physics
  • Use component_list to verify additions
  • Check property names with component_get_properties first
  • Some properties are read-only (will fail to set)
  • Use full type names for custom scripts (e.g., "MyNamespace.MyScript")

Additional Skills

component_copy

Copy a component from one GameObject to another.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| sourceName | string | No* | null | Source GameObject name |

| sourceInstanceId | int | No* | 0 | Source Instance ID |

| sourcePath | string | No* | null | Source hierarchy path |

| targetName | string | No* | null | Target GameObject name |

| targetInstanceId | int | No* | 0 | Target Instance ID |

| targetPath | string | No* | null | Target hierarchy path |

| componentType | string | Yes | - | Component type to copy |

*At least one source identifier and one target identifier required

Returns: { success, source, target, componentType }

component_copy_exact

Copy a component from one GameObject to another and verify serialized Inspector fields match.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| sourceName | string | No* | null | Source GameObject name |

| sourceInstanceId | int | No* | 0 | Source Instance ID |

| sourcePath | string | No* | null | Source hierarchy path |

| targetName | string | No* | null | Target GameObject name |

| targetInstanceId | int | No* | 0 | Target Instance ID |

| targetPath | string | No* | null | Target hierarchy path |

| componentType | string | Yes | - | Component type to copy |

Returns: { success, source, target, componentType, verified, mismatchCount, mismatches? }

component_set_enabled

Enable or disable a component (Behaviour, Renderer, Collider, etc.).

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No* | null | GameObject name |

| instanceId | int | No* | 0 | Instance ID |

| path | string | No* | null | Hierarchy path |

| componentType | string | Yes | - | Component type to enable/disable |

| enabled | bool | No | true | Whether to enable or disable |

*At least one identifier required

Returns: { success, gameObject, componentType, enabled }


Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

How to use it

Copy the folder

Take besty0728/unity-component from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.