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SKILL verified Apache-2.0 Self-run

Gameobject Modify

skill-ivanmurzak-unity-mcp-gameobject-modify · by IvanMurzak

Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject) — see the skill body for details.

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Install

$ agentstack add skill-ivanmurzak-unity-mcp-gameobject-modify

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

GameObject / Modify

Three modification surfaces

Per GameObject — parallel arrays must have the same length as gameObjectRefs:

  1. gameObjectDiffs — full SerializedMember diff per GameObject (legacy, backwards compatible).
  2. pathPatchesPerGameObject — list of {path, value} patches per GameObject routed through Reflector.TryModifyAt; atomic per-path modification.
  3. jsonPatchesPerGameObject — JSON Merge Patch per GameObject routed through Reflector.TryPatch.

When more than one is supplied for the same GameObject they run in this order: jsonPatchpathPatchesdiff. At least one of the three is required.

Path syntax

fieldName, nested/field, arrayField/[i], dictField/[key].

How to Call

unity-mcp-cli run-tool gameobject-modify --input '{
  "gameObjectRefs": "string_value",
  "gameObjectDiffs": "string_value",
  "pathPatchesPerGameObject": "string_value",
  "jsonPatchesPerGameObject": "string_value"
}'

> For complex input (multi-line strings, code), save the JSON to a file and use: > ``bash > unity-mcp-cli run-tool gameobject-modify --input-file args.json > ` > > Or pipe via stdin (recommended): > `bash > unity-mcp-cli run-tool gameobject-modify --input-file - {"param": "value"} > EOF > ``

Troubleshooting

If unity-mcp-cli is not found, either install it globally (npm install -g unity-mcp-cli) or use npx unity-mcp-cli instead. Read the /unity-initial-setup skill for detailed installation instructions.

Input

| Name | Type | Required | Description | |------|------|----------|-------------| | gameObjectRefs | any | Yes | Array of GameObjects in opened Prefab or in the active Scene. | | gameObjectDiffs | any | No | Optional. Each item in the array represents a GameObject modification of the 'gameObjectRefs' at the same index. Usually a GameObject is a container for components. Each component may have fields and properties for modification. If you need to modify components of a GameObject, please use 'gameobject-component-modify' tool. Ignore values that should not be modified. Any unknown or wrong located fields and properties will be ignored. Check the result of this command to see what was changed. The ignored fields and properties will be listed. | | pathPatchesPerGameObject | any | No | Optional. Per-GameObject list of path-scoped patches routed through Reflector.TryModifyAt. Outer index aligns with 'gameObjectRefs'; inner list contains {path, value} entries. Pass null or omit for GameObjects that should not receive path patches. | | jsonPatchesPerGameObject | any | No | Optional. Per-GameObject JSON Merge Patch (RFC 7396, extended with [i]/[key] keys) routed through Reflector.TryPatch. Outer index aligns with 'gameObjectRefs'. Pass null or omit for GameObjects that should not receive a JSON patch. |

Input JSON Schema

{
  "type": "object",
  "properties": {
    "gameObjectRefs": {
      "$ref": "#/$defs/AIGD.GameObjectRefList"
    },
    "gameObjectDiffs": {
      "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMemberList"
    },
    "pathPatchesPerGameObject": {
      "$ref": "#/$defs/System.Collections.Generic.List(System.Collections.Generic.List(AIGD.PathPatch))"
    },
    "jsonPatchesPerGameObject": {
      "$ref": "#/$defs/System.Collections.Generic.List(System.String)"
    }
  },
  "$defs": {
    "AIGD.GameObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
        },
        "path": {
          "type": "string",
          "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
        },
        "name": {
          "type": "string",
          "description": "Name of a GameObject in hierarchy. Priority: 3."
        },
        "assetType": {
          "$ref": "#/$defs/System.Type",
          "description": "Type of the asset."
        },
        "assetPath": {
          "type": "string",
          "description": "Path to the asset within the project. Starts with 'Assets/'"
        },
        "assetGuid": {
          "type": "string",
          "description": "Unique identifier for the asset."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Find GameObject in opened Prefab or in the active Scene."
    },
    "System.Type": {
      "type": "string"
    },
    "AIGD.GameObjectRefList": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.GameObjectRef",
        "description": "Find GameObject in opened Prefab or in the active Scene."
      },
      "description": "Array of GameObjects in opened Prefab or in the active Scene."
    },
    "com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
      }
    },
    "com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
      "type": "object",
      "properties": {
        "typeName": {
          "type": "string",
          "description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
        },
        "name": {
          "type": "string",
          "description": "Object name."
        },
        "value": {
          "description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
        },
        "fields": {
          "type": "array",
          "items": {
            "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
            "description": "Nested field value."
          },
          "description": "Fields of the object, serialized as a list of 'SerializedMember'."
        },
        "props": {
          "type": "array",
          "items": {
            "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
            "description": "Nested property value."
          },
          "description": "Properties of the object, serialized as a list of 'SerializedMember'."
        }
      },
      "required": [
        "typeName"
      ],
      "additionalProperties": false
    },
    "System.Collections.Generic.List(AIGD.PathPatch)": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.PathPatch"
      }
    },
    "AIGD.PathPatch": {
      "type": "object",
      "properties": {
        "Path": {
          "type": "string",
          "description": "Slash-delimited path to the target field/element/entry. Plain segment navigates a field or property (e.g. 'admin' or 'admin/name'). Use '[i]' for array/list index (e.g. 'planets/[0]/orbitRadius'). Use '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Required."
        },
        "Value": {
          "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
          "description": "The new value to write at the path. Use the standard SerializedMember envelope: 'typeName' + 'value' for primitives, or nested 'fields'/'props' for complex types. Required — omitting it overwrites the target with a default empty SerializedMember."
        }
      }
    },
    "System.Collections.Generic.List(System.Collections.Generic.List(AIGD.PathPatch))": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/System.Collections.Generic.List(AIGD.PathPatch)"
      }
    },
    "System.Collections.Generic.List(System.String)": {
      "type": "array",
      "items": {
        "type": "string"
      }
    }
  },
  "required": [
    "gameObjectRefs"
  ]
}

Output

Output JSON Schema

{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.Logs"
    }
  },
  "$defs": {
    "com.IvanMurzak.ReflectorNet.Model.LogEntry": {
      "type": "object",
      "properties": {
        "Depth": {
          "type": "integer"
        },
        "Message": {
          "type": "string"
        },
        "Type": {
          "type": "string",
          "enum": [
            "Trace",
            "Debug",
            "Info",
            "Success",
            "Warning",
            "Error",
            "Critical"
          ]
        }
      },
      "required": [
        "Depth",
        "Type"
      ]
    },
    "com.IvanMurzak.ReflectorNet.Model.Logs": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.LogEntry"
      }
    }
  },
  "required": [
    "result"
  ]
}

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.