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。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-gameobject
> BATCH-FIRST: Use *_batch skills when operating on 2+ objects to reduce API calls from N to 1.
SkillMode.FullAuto,调用需用户 grant;grant 后服务端一步执行并返结果。gameobject_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/posZgameobject_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:
component modulematerial modulegameobject_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 entityId — instanceId is reported as 0. When only name is shown in a parameter table, entityId, instanceId, and path are also accepted.
| 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/componentgameobject_get_info - Get detailed object informationCreate 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}
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
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}
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}
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}]}
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}
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.
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}
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}
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}
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"}
])
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"}
])
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}
])
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"}
])
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):
entityId / name / instanceId / path (at least one required)posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZlocalPosX, localPosY, localPosZanchoredPosX, anchoredPosY, anchorMinX, anchorMinY, anchorMaxX, anchorMaxY, pivotX, pivotY, sizeDeltaX, sizeDeltaY, width, heightReturns: {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}
])
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}
])
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"}
])
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"}
])
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"}
])
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 names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take besty0728/unity-gameobject 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.