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/gameobject

Create and manipulate GameObjects

From plugin
unity-skills
1.9k83 skills4 commands

Claude Code

$ npx -y skills add Besty0728/Unity-Skills --skill gameobject --agent claude-code

SKILL.md

gameobject.SKILL.md
name: unity-gameobject
description: Create and manipulate GameObjects

Unity GameObject Skills

Create, find, parent and transform scene objects. Parameters come from the schema (recommend `includeSchema=true` or `/skills/schema?names=`), which notes the non-obvious ones — never from a skill's name. Execution, dryRun and verification rules: root [SKILL.md](../../SKILL.md).

When to use

  • Building or restructuring scene hierarchy
  • Spawning or removing objects
  • Adjusting transforms

Rules

  • **Identifiers**: `entityId` (string, any Unity; the only id on 6000.4+, where `instanceId` reads `0`), `instanceId` (int, older Unity), `path` (`"Parent/Child"`, case-insensitive, optional scene-name prefix), `name`. Give at least one; precedence `entityId > instanceId > path > name`. An id that names nothing is `TARGET_NOT_FOUND` (it may be stale), never a fallback; a missed path falls back to `name`.
  • **Name matching**: an exact name wins (the top-most in the Hierarchy when several share it, inactive too; Prefab Mode only by id); otherwise a single whole-word or substring match is used. Several fuzzy matches return `TARGET_NOT_FOUND` with `candidates` (`path` + `entityId` each) instead of guessing. Non-exact resolutions are listed in top-level `resolutionNotes`.
  • **Spaces**: `gameobject_create` `x/y/z` and `rotX/Y/Z` are local to the parent unless `space:"world"` (applied after parenting). `gameobject_set_transform` `posX/Y/Z` and `rotX/Y/Z` are world, `localPosX/Y/Z` local; it applies world position, then local position, then rotation, then scale, so local wins on a shared axis and omitted axes keep their value. `scaleX/Y/Z` is always `localScale`. RectTransform fields (`anchor*`, `pivot*`, `sizeDelta*`, `width`/`height`) are UI-only.
  • **Read-back**: create, set_transform and their batches return the Transform read back — `position` (world), `localPosition`, `rotation` (world euler, 0–360), `scale` (local), as `gameobject_get_info` reports them; no follow-up read needed.
  • **Batches** (`items` = JSON array): all-or-nothing. One failed item reverts the whole call (`rolledBack:true`, the other items `reverted:true`, error `SEMANTIC_INVALID`); fix the failed items and resend all. Unknown item keys are ignored and named in `warnings`. Items take the single skill's identifiers and fields; `gameobject_create_batch` items may parent to an item created earlier in the same call.

Skills Overview

Use `*_batch` for 2+ objects (one call instead of N).

| Single | Batch | |---|---| | `gameobject_create` | `gameobject_create_batch` | | `gameobject_delete` | `gameobject_delete_batch` | | `gameobject_duplicate` (sibling `<name>_Copy`) | `gameobject_duplicate_batch` | | `gameobject_rename` | `gameobject_rename_batch` | | `gameobject_set_transform` | `gameobject_set_transform_batch` | | `gameobject_set_active` | `gameobject_set_active_batch` | | `gameobject_set_parent` (no parent id = unparent) | `gameobject_set_parent_batch` | | - | `gameobject_set_layer_batch` | | - | `gameobject_set_tag_batch` | | `gameobject_set_sibling_index` (index clamped) | - |

Query (no batch): `gameobject_find` (name substring or regex, tag, layer, component; at most `limit` (50) objects, `truncated:true` + `totalMatched` report a cut), `gameobject_get_info` (transform, parent, children, components).

Per-skill tables, item fields and return shapes: `reference/<skill_name>.md` — rarely needed, the schema notes the parameters.

**DO NOT** (common hallucinations):

  • `gameobject_move` / `gameobject_rotate` / `gameobject_set_scale` / `gameobject_set_position` do not exist → use `gameobject_set_transform`
  • `gameobject_add_component` does not exist → use `component_add`
  • `gameobject_get_transform` does not exist → use `gameobject_get_info`

**Elsewhere**: components → `component_*` skills; material or colour → `material_*` skills; `scene_find_objects` (SemiAuto) also searches objects.

Common Errors

| Error | Fix | |---|---| | `TARGET_NOT_FOUND` (object, parent, child, layer) | Retry with a `candidates` entry's `path` / `entityId`, or locate it via `gameobject_find` / `scene_get_hierarchy`. | | `MISSING_PARAM` | Supply it (e.g. `newName`, `items`); the error (or a dryRun) lists all parameters. | | `SEMANTIC_INVALID` | Use an allowed value from the message (`primitiveType`, `space` local/world, a registered tag) or fix the failed `results` items. |

Transport codes (`COMPILING`, `RATE_LIMIT`, ...) → [error codes](../../references/protocol-error-codes.md).

Read more
@besty0728
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Questions about gameobject.

Which coding agents can use gameobject?
gameobject installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.