# Unity Gameobject Edit

> Edit existing GameObjects and components in Unity with unity-cli. Use when the user asks to rename objects, move or deactivate them, change component fields, add or remove tags and layers, or delete objects from an existing scene. Do not use for new scene bootstrapping; use `unity-scene-create`. Do not use inside prefab edit mode; use `unity-prefab-workflow`.

- Skill: `akiojin/unity-gameobject-edit` (Agent Skill, multi-file: 3 files)
- Install (CLI): `npx skillmds@latest add akiojin/unity-gameobject-edit`
- Raw SKILL.md: https://api.skillmd.com/api/skills/akiojin/unity-gameobject-edit/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Web & Frontend
- Author: akiojin (https://skillmd.com/u/akiojin)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/akiojin/unity-gameobject-edit

---


# 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

1. Inspect the exact `gameObjectPath` and current components before changing anything.
2. Apply one mutation at a time with `modify_gameobject`, `modify_component`, or `set_component_field`.
3. Reserve `delete_gameobject` and `remove_component` for confirmed scopes.
4. Save the scene after destructive or bulk updates so reloads do not lose work.

```bash
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 `/Player` and rename it to `Hero`."
- "Change the Rigidbody mass on `/Player` and move it to (0,1,0)."
- "Remove the old collider from `/Obstacle` after listing its components."

## References

- [runtime-checklist.md](references/runtime-checklist.md): connection and instance prerequisites.
- [component-edit-safety.md](references/component-edit-safety.md): destructive-edit safety, nested field paths, tag/layer pitfalls.

