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。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-component
> BATCH-FIRST: Use *_batch skills when operating on 2+ objects to reduce API calls from N to 1.
component_list / component_get_properties 标 SkillMode.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。component_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 objectcomponentType is case-sensitive — Rigidbody not rigidbody, BoxCollider not boxcolliderNamespace.ClassNameRouting:
script module's script_create first, then component_addcomponent_set_property_batchcomponent_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.
| 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 objectcomponent_get_properties - Get component property valuescomponent_set_enabled - Enable/disable a component (Behaviour, Renderer, Collider)component_copy - Copy a component from one object to anothercomponent_get_serialized_properties - List Inspector SerializedProperty pathscomponent_copy_exact - Copy a component and verify serialized fields matchAdd 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)
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)
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)
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)
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}]}
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}
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}
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"}
])
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"}
])
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}
])
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}
| Type | Description |
|------|-------------|
| Rigidbody | Physics simulation |
| BoxCollider | Box collision |
| SphereCollider | Sphere collision |
| CapsuleCollider | Capsule collision |
| MeshCollider | Mesh-based collision |
| CharacterController | Character movement |
| Type | Description |
|------|-------------|
| MeshRenderer | Render meshes |
| SkinnedMeshRenderer | Animated meshes |
| SpriteRenderer | 2D sprites |
| LineRenderer | Draw lines |
| TrailRenderer | Motion trails |
| Type | Description |
|------|-------------|
| AudioSource | Play sounds |
| AudioListener | Receive audio |
| Type | Description |
|------|-------------|
| Canvas | UI container |
| Image | UI images |
| Text | UI text (legacy) |
| Button | Clickable button |
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}
])
component_list to verify additionscomponent_get_properties firstcomponent_copyCopy 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_exactCopy 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_enabledEnable 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 names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
VitePress static site generator powered by Vite and Vue. Use when building documentation sites, configuring themes, or writing Markdown with Vue components.
> organizing neuroscience and biomedical data (MRI, EEG, MEG, iEEG, PET, microscopy, NIRS, motion capture, EMG, MR spectroscopy, behavioral), querying BIDS layouts, validating compliance, converting DICOM to BIDS, writing metadata sidecars, or creating BIDS derivatives.
Complete Shopify development reference covering Liquid templating, OS 2.0 themes, GraphQL APIs, Hydrogen, Functions, and performance optimization (API v2026-01). Use when working with .liquid files, building Shopify themes or apps, writing GraphQL queries for Shopify, debugging Liquid errors, creating app extensions, migrating from Scripts to Functions, or building headless storefronts. Triggers on "Shopify", "Liquid template", "Hydrogen", "Storefront API", "theme development", "Shopify Functions", "Polaris". Do NOT use for non-Shopify e-commerce platforms.
Use this skill when you need to write code for a page layout in the Next.js
One-click contribution flow for Open Design (nexu-io/open-design) — even for non-coders. Pick one of four cards (ship a Skill or Design System you made with OD; translate docs; fix a typo / write a blog; report a bug), the agent validates and opens a PR (or issue) for you. Trigger words contribute to open design, ship my OD skill, ship my OD design system, translate OD docs, report an OD bug, od-contribute.
Use when creating, editing, or generating draw.io diagram files (.drawio, .drawio.svg, .drawio.png). Covers mxGraph XML authoring, shape libraries, style strings, flowcharts, system architecture, sequence diagrams, ER diagrams, UML class diagrams, network topology, layout strategy, the hediet.vscode-drawio VS Code extension, and the full agent workflow from request to a ready-to-open file.
>- component folder structure, styled-components, hooks, named exports, barrel files, layout components, and theme usage. Use when editing any file under redisinsight/ui/**, writing or modifying React components, Redux slices, styled-components, custom hooks, or when the user mentions UI, frontend, React, Redux, or styled-components.
Convert Markdown to WeChat Official Account HTML, inspect supported providers/themes/prompts, generate article images, create drafts, write with creator styles, prepare title suggestions, and remove AI writing traces.
Take besty0728/unity-component from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.