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Unity Gameobject Agent Skill

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。

4k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
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.

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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.