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Unity Gameobject

besty0728/unity-gameobject

Create and manipulate GameObjects — create, delete, move, rotate, scale, parent, find, rename, batch-edit. Use when building or restructuring a scene hierarchy, spawning or removing objects, or adjusting transforms, even if the user doesn't say "GameObject". 创建与操控 GameObject(增删、移动、旋转、缩放、父子、查找、重命名、批量编辑);当用户要搭建或调整场景层级、新建或删除物体、修改 Transform 时使用。

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1536
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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-gameobject

The instruction itself

26 sections, as written by the author

Unity GameObject Skills

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

Operating Mode

  • Approval:本模块多为 SkillMode.FullAuto,调用需用户 grant;grant 后服务端一步执行并返结果。
  • Auto / Bypass:直接执行。
  • 含 NeverInSemi 高危 skillgameobject_delete / gameobject_delete_batch(标记 Operation.Delete)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或用户 Allowlist 命中可调。

DO NOT (common hallucinations):

  • gameobject_move / gameobject_rotate / gameobject_set_scale do not exist → use gameobject_set_transform (handles position, rotation, and scale together)
  • gameobject_set_position does not exist → use gameobject_set_transform with posX/posY/posZ
  • gameobject_add_component does not exist → use component_add (component module)
  • gameobject_get_transform does not exist → use gameobject_get_info (returns position/rotation/scale)

Routing:

  • To add/remove components → use component module
  • To set material/color → use material module
  • To search objects by name/tag/component → gameobject_find (this module) or scene_find_objects (scene module, SkillMode.SemiAuto)

> Object Targeting: All single-object skills accept entityId (string, Unity 6000.4+ preferred — returned by all object skills), name (string), instanceId (int, Unity < 6000.4 preferred), and path (string, hierarchy path like "Parent/Child"). Provide at least one. Priority: entityId > instanceId > path > name. On Unity 6000.4+ use entityIdinstanceId is reported as 0. When only name is shown in a parameter table, entityId, instanceId, and path are also accepted.

Skills Overview

| Single Object | Batch Version | Use Batch When |

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

| gameobject_create | gameobject_create_batch | Creating 2+ objects |

| gameobject_delete | gameobject_delete_batch | Deleting 2+ objects |

| gameobject_duplicate | gameobject_duplicate_batch | Duplicating 2+ objects |

| gameobject_rename | gameobject_rename_batch | Renaming 2+ objects |

| gameobject_set_transform | gameobject_set_transform_batch | Moving 2+ objects |

| gameobject_set_active | gameobject_set_active_batch | Toggling 2+ objects |

| gameobject_set_parent | gameobject_set_parent_batch | Parenting 2+ objects |

| - | gameobject_set_layer_batch | Setting layer on 2+ objects |

| - | gameobject_set_tag_batch | Setting tag on 2+ objects |

Query Skills (no batch needed):

  • gameobject_find - Find objects by name/tag/layer/component
  • gameobject_get_info - Get detailed object information

Single-Object Skills

gameobject_create

Create a new GameObject (primitive or empty).

| Parameter | Type | Required | Default | Description |

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

| name | string | Yes | - | Object name |

| primitiveType | string | No | null | Cube/Sphere/Capsule/Cylinder/Plane/Quad (null=Empty) |

| x, y, z | float | No | 0 | Local position (relative to parent if set) |

| parentEntityId | string | No | null | Parent entityId (Unity 6000.4+, preferred) |

| parentName | string | No | null | Parent object name |

| parentInstanceId | int | No | 0 | Parent instance ID |

| parentPath | string | No | null | Parent hierarchy path |

Returns: {success, name, entityId, instanceId, path, parent, position}

gameobject_delete

Delete a GameObject.

| Parameter | Type | Required | Description |

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

| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |

| name | string | No* | Object name |

| instanceId | int | No* | Instance ID |

| path | string | No* | Hierarchy path |

*At least one identifier required

gameobject_duplicate

Duplicate a GameObject.

| Parameter | Type | Required | Description |

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

| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |

| name | string | No* | Object name |

| instanceId | int | No* | Instance ID |

| path | string | No* | Hierarchy path |

Returns: {originalName, copyName, copyEntityId, copyInstanceId, copyPath}

gameobject_rename

Rename a GameObject.

| Parameter | Type | Required | Description |

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

| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |

| name | string | No* | Current object name |

| instanceId | int | No* | Instance ID |

| newName | string | Yes | New name |

Returns: {success, oldName, newName, entityId, instanceId}

gameobject_find

Find GameObjects matching criteria.

| Parameter | Type | Required | Default | Description |

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

| name | string | No | null | Name filter |

| tag | string | No | null | Tag filter |

| layer | string | No | null | Layer filter |

| component | string | No | null | Component type filter |

| useRegex | bool | No | false | Use regex for name |

| limit | int | No | 50 | Max results |

Returns: {count, objects: [{name, entityId, instanceId, path, tag, layer, position}]}

gameobject_get_info

Get detailed GameObject information.

| Parameter | Type | Required | Description |

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

| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |

| name | string | No* | Object name |

| instanceId | int | No* | Instance ID |

| path | string | No* | Hierarchy path |

Returns: {name, entityId, instanceId, path, tag, layer, active, position, rotation, scale, parent, parentPath, childCount, children: [{name, entityId, instanceId, path}], components}

gameobject_set_transform

Set position, rotation, and/or scale. Supports world / local / RectTransform spaces.

| Parameter | Type | Required | Description |

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

| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |

| name | string | No* | Object name |

| instanceId | int | No* | Instance ID |

| path | string | No* | Hierarchy path |

| posX/posY/posZ | float | No | World position |

| rotX/rotY/rotZ | float | No | World rotation (euler) |

| scaleX/scaleY/scaleZ | float | No | Local scale |

| localPosX/localPosY/localPosZ | float | No | Local position (relative to parent; works for both 3D and UI) |

| anchoredPosX/anchoredPosY | float | No | RectTransform anchored position (UI only) |

| anchorMinX/anchorMinY | float | No | RectTransform anchor min (0-1, UI only) |

| anchorMaxX/anchorMaxY | float | No | RectTransform anchor max (0-1, UI only) |

| pivotX/pivotY | float | No | RectTransform pivot (0-1, UI only) |

| sizeDeltaX/sizeDeltaY | float | No | RectTransform size delta (UI only) |

| width/height | float | No | Convenience aliases for sizeDeltaX/sizeDeltaY (UI only) |

*At least one identifier required. RectTransform / anchored* / anchor* / pivot* / sizeDelta* / width / height only apply to UI elements; ignored on regular Transforms.

gameobject_set_parent

Set parent-child relationship.

| Parameter | Type | Required | Description |

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

| childEntityId | string | No* | Child entity ID (Unity 6000.4+, preferred) |

| childName | string | No* | Child object name |

| childInstanceId | int | No* | Child instance ID |

| childPath | string | No* | Child hierarchy path |

| parentEntityId | string | No* | Parent entity ID (Unity 6000.4+, preferred) |

| parentName | string | No* | Parent object name (empty string = unparent) |

| parentInstanceId | int | No* | Parent instance ID |

| parentPath | string | No* | Parent hierarchy path |

*At least one child identifier required; omit all parent identifiers to unparent

Returns: {success, child, childEntityId, parent, parentEntityId, newPath}

gameobject_set_active

Enable or disable a GameObject.

| Parameter | Type | Required | Description |

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

| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |

| name | string | No* | Object name |

| instanceId | int | No* | Instance ID |

| path | string | No* | Hierarchy path |

| active | bool | Yes | Enable state |

*At least one identifier required

Returns: {success, name, entityId, active}

gameobject_set_sibling_index

Set a GameObject's sibling index — its position among its parent's children, or among the scene's root objects when unparented. index is clamped into the valid range (clamped: true reports it).

| Parameter | Type | Required | Description |

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

| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |

| name | string | No* | Object name |

| instanceId | int | No* | Instance ID |

| path | string | No* | Hierarchy path |

| index | int | Yes | Target sibling index (0 = first) |

*At least one identifier required

Returns: {success, name, entityId, path, parent, previousIndex, index, clamped}


Batch Skills

gameobject_create_batch

Create multiple GameObjects in one call.

| Parameter | Type | Required | Default | Description |

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

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

Item properties: name, primitiveType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, parentEntityId, parentName, parentInstanceId, parentPath

Returns: {success, totalItems, successCount, failCount, results: [{success, name, instanceId, path, position}]}

unity_skills.call_skill("gameobject_create_batch", items=[
    {"name": "Parent", "primitiveType": "Empty"},
    {"name": "Child1", "primitiveType": "Cube", "x": 0, "parentName": "Parent"},
    {"name": "Child2", "primitiveType": "Sphere", "x": 2, "parentName": "Parent"}
])

gameobject_delete_batch

Delete multiple GameObjects.

| 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, name}]}

# By names
unity_skills.call_skill("gameobject_delete_batch", items=["Cube1", "Cube2", "Cube3"])

# By instanceId (preferred for precision)
unity_skills.call_skill("gameobject_delete_batch", items=[
    {"instanceId": 12345},
    {"instanceId": 12346}
])

# By path
unity_skills.call_skill("gameobject_delete_batch", items=[
    {"path": "Environment/Cube1"},
    {"path": "Environment/Cube2"}
])

gameobject_duplicate_batch

Duplicate multiple GameObjects.

| 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, originalName, copyName, copyInstanceId, copyPath}]}

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

gameobject_rename_batch

Rename multiple GameObjects.

| 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, oldName, newName, instanceId}]}

unity_skills.call_skill("gameobject_rename_batch", items=[
    {"instanceId": 12345, "newName": "Enemy_01"},
    {"instanceId": 12346, "newName": "Enemy_02"}
])

gameobject_set_transform_batch

Set transforms for multiple objects.

| Parameter | Type | Required | Default | Description |

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

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

Item properties (each item supports identifier + any subset of transform fields):

  • Identifier: entityId / name / instanceId / path (at least one required)
  • World: posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ
  • Local: localPosX, localPosY, localPosZ
  • RectTransform (UI only): anchoredPosX, anchoredPosY, anchorMinX, anchorMinY, anchorMaxX, anchorMaxY, pivotX, pivotY, sizeDeltaX, sizeDeltaY, width, height

Returns: {success, totalItems, successCount, failCount, results: [{success, name, position, rotation, scale}]}

unity_skills.call_skill("gameobject_set_transform_batch", items=[
    {"name": "Cube1", "posX": 0, "posY": 1},
    {"instanceId": 12345, "posX": 2, "posY": 1},
    {"path": "Env/Cube3", "posX": 4, "posY": 1}
])

gameobject_set_active_batch

Toggle multiple objects. Each item supports identifier (entityId / name / instanceId / path) + active (bool).

| 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, name, active}]}

unity_skills.call_skill("gameobject_set_active_batch", items=[
    {"name": "Enemy1", "active": False},
    {"name": "Enemy2", "active": False}
])

gameobject_set_parent_batch

Parent multiple objects. Each item supports childEntityId/childName/childInstanceId/childPath and parentEntityId/parentName/parentInstanceId/parentPath.

| 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, child, parent}]}

unity_skills.call_skill("gameobject_set_parent_batch", items=[
    {"childName": "Wheel1", "parentName": "Car"},
    {"childInstanceId": 12345, "parentName": "Car"},
    {"childPath": "Wheels/Wheel3", "parentPath": "Vehicles/Car"}
])

gameobject_set_layer_batch

Set layer for multiple objects. Each item supports identifier (entityId / name / instanceId / path) + layer (string layer name) + optional recursive (bool, default false — propagates layer to children).

| 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, name, layer}]}

unity_skills.call_skill("gameobject_set_layer_batch", items=[
    {"name": "Enemy1", "layer": "Water"},
    {"name": "Enemy2", "layer": "Water"}
])

gameobject_set_tag_batch

Set tag for multiple objects. Each item supports identifier (entityId / name / instanceId / path) + tag (string tag name).

| 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, name, tag}]}

unity_skills.call_skill("gameobject_set_tag_batch", items=[
    {"name": "Enemy1", "tag": "Enemy"},
    {"name": "Enemy2", "tag": "Enemy"}
])

Minimal Example

import unity_skills

# GOOD: 3 API calls instead of 6
unity_skills.call_skill("gameobject_create_batch", items=[
    {"name": "Floor", "primitiveType": "Plane"},
    {"name": "Wall1", "primitiveType": "Cube"},
    {"name": "Wall2", "primitiveType": "Cube"}
])
unity_skills.call_skill("gameobject_set_transform_batch", items=[
    {"name": "Wall1", "posX": -5, "scaleY": 3},
    {"name": "Wall2", "posX": 5, "scaleY": 3}
])
unity_skills.call_skill("gameobject_set_tag_batch", items=[
    {"name": "Wall1", "tag": "Wall"},
    {"name": "Wall2", "tag": "Wall"}
])

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-gameobject 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.