GameObject Edit
Modify existing GameObjects and their components in an already-prepared scene. This skill is the destructive sibling of unity-scene-inspect.
Use When
- The user wants to change an existing object's properties or hierarchy.
- The user wants to inspect, modify, or remove components on an existing object.
- The user needs tag or layer management for the current project.
Do Not Use When
- The task is to create a brand-new scene from scratch; use
unity-scene-create. - The work is prefab asset editing rather than scene objects; use
unity-prefab-workflow. - The user only wants to read state without mutation; use
unity-scene-inspect.
Preferred Flow
- Inspect the exact
gameObjectPathand current components before changing anything. - Apply one mutation at a time with
modify_gameobject,modify_component, orset_component_field. - Reserve
delete_gameobjectandremove_componentfor confirmed scopes. - Save the scene after destructive or bulk updates so reloads do not lose work.
unity-cli raw modify_gameobject --json '{"path":"/Player","name":"Hero","active":true}'
unity-cli raw modify_component --json '{"gameObjectPath":"/Player","componentType":"Rigidbody","properties":{"mass":2.0}}'
unity-cli raw set_component_field --json '{"gameObjectPath":"/Player","componentType":"Transform","fieldPath":"position","value":{"x":0,"y":1,"z":0}}'
unity-cli raw remove_component --json '{"gameObjectPath":"/Player","componentType":"BoxCollider"}'
Examples
- "Deactivate
/Playerand rename it toHero." - "Change the Rigidbody mass on
/Playerand move it to (0,1,0)." - "Remove the old collider from
/Obstacleafter listing its components."
References
- runtime-checklist.md: connection and instance prerequisites.
- component-edit-safety.md: destructive-edit safety, nested field paths, tag/layer pitfalls.