Unity GameObject Skills
Overview
BATCH-FIRST: Use
*_batchskills when operating on 2+ objects to reduce API calls from N to 1.
Common Mistakes
DO NOT (common hallucinations):
gameobject_move/gameobject_rotate/gameobject_set_scaledo not exist → usegameobject_set_transform(handles position, rotation, and scale together)gameobject_set_positiondoes not exist → usegameobject_set_transformwithposX/posY/posZgameobject_add_componentdoes not exist → usecomponent_add(component module)gameobject_get_transformdoes not exist → usegameobject_get_info(returns position/rotation/scale)
Routing:
- To add/remove components → use
componentmodule - To set material/color → use
materialmodule - To search objects by name/tag/component →
gameobject_find(this module) orscene_find_objects(scene module, Semi-Auto)
Object Targeting: All single-object skills accept three identifiers:
name(string),instanceId(int, preferred for precision),path(string, hierarchy path like "Parent/Child"). Provide at least one. When onlynameis shown in a parameter table,instanceIdandpathare 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/componentgameobject_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) |
parentName |
string | No | null | Parent object name |
parentInstanceId |
int | No | 0 | Parent instance ID |
parentPath |
string | No | null | Parent hierarchy path |
Returns: {success, name, instanceId, path, parent, position}
gameobject_delete
Delete a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID (preferred) |
path |
string | No* | Hierarchy path |
*At least one identifier required
gameobject_duplicate
Duplicate a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID |
path |
string | No* | Hierarchy path |
Returns: {originalName, copyName, copyInstanceId, copyPath}
gameobject_rename
Rename a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Current object name |
instanceId |
int | No* | Instance ID (preferred) |
newName |
string | Yes | New name |
Returns: {success, oldName, newName, 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, instanceId, path, tag, layer}]}
gameobject_get_info
Get detailed GameObject information.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID |
path |
string | No* | Hierarchy path |
Returns: {name, instanceId, path, tag, layer, isActive, position, rotation, scale, parent, parentPath, childCount, components, children}
gameobject_set_transform
Set position, rotation, scale, and/or RectTransform properties. All transform params are optional — only supplied fields are applied.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID (preferred) |
path |
string | No* | Hierarchy path |
posX/posY/posZ |
float? | No | World position |
rotX/rotY/rotZ |
float? | No | Rotation (euler) |
scaleX/scaleY/scaleZ |
float? | No | Local scale |
localPosX/localPosY/localPosZ |
float? | No | Local position (3D and UI) |
anchoredPosX/anchoredPosY |
float? | No | Anchored position (UI only) |
anchorMinX/anchorMinY |
float? | No | Anchor min (UI only) |
anchorMaxX/anchorMaxY |
float? | No | Anchor max (UI only) |
pivotX/pivotY |
float? | No | Pivot (UI only) |
sizeDeltaX/sizeDeltaY |
float? | No | Size delta (UI only) |
width/height |
float? | No | Size shortcut via SetSizeWithCurrentAnchors (UI only) |
*At least one identifier required
Returns (3D): {success, name, instanceId, isUI: false, position, localPosition, rotation, scale}
Returns (UI): {success, name, instanceId, isUI: true, anchoredPosition, anchorMin, anchorMax, pivot, sizeDelta, rect, localPosition}
gameobject_set_parent
Set parent-child relationship.
| Parameter | Type | Required | Description |
|---|---|---|---|
childName |
string | No* | Child object name |
childInstanceId |
int | No* | Child Instance ID (preferred) |
childPath |
string | No* | Child hierarchy path |
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 and one parent identifier required
gameobject_set_active
Enable or disable a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID (preferred) |
path |
string | No* | Hierarchy path |
active |
bool | Yes | Enable state |
*At least one identifier required
Recipe path rule: ../../recipes/gameobject/<command>.md
Batch Skills
gameobject_create_batch
Create multiple GameObjects in one call.
Item properties: name, primitiveType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, parentName, parentInstanceId, parentPath
Returns: {success, totalItems, successCount, failCount, results: [{success, name, instanceId, path, position}]}
gameobject_delete_batch
Delete multiple GameObjects. items accepts an array of strings (names) or objects {name, instanceId, path}.
Returns: {success, totalItems, successCount, failCount, results: [{success, target}]}
gameobject_duplicate_batch
Duplicate multiple GameObjects.
Returns: {success, totalItems, successCount, failCount, results: [{success, originalName, copyName, copyInstanceId, copyPath}]}
gameobject_rename_batch
Rename multiple GameObjects.
Returns: {success, totalItems, successCount, failCount, results: [{success, oldName, newName, instanceId}]}
gameobject_set_transform_batch
Set transforms for multiple objects. Each item accepts the same fields as gameobject_set_transform plus name/instanceId/path.
Returns: {success, totalItems, successCount, failCount, results: [{success, name, pos: {x,y,z}}]}
gameobject_set_active_batch
Toggle multiple objects. Each item: {name, instanceId, path, active}.
Returns: {success, totalItems, successCount, failCount, results: [{success, target, active}]}
gameobject_set_parent_batch
Parent multiple objects. Each item supports childName/childInstanceId/childPath and parentName/parentInstanceId/parentPath.
Returns: {success, totalItems, successCount, failCount, results: [{success, target, parent}]}
gameobject_set_layer_batch
Set layer for multiple objects. Each item: {name, instanceId, path, layer, recursive}. Set recursive: true to apply to all children.
Returns: {success, totalItems, successCount, failCount, results: [{success, target, layer}]}
gameobject_set_tag_batch
Set tag for multiple objects. Each item: {name, instanceId, path, tag}.
Returns: {success, totalItems, successCount, failCount, results: [{success, target, tag}]}