/gameobject-component-get
Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first.
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/gameobject-component-get
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Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first.
SKILL.md
gameobject-component-get.SKILL.mdname: gameobject-component-get
description: Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first.
GameObject / Component / Get
Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject.
Inputs
- `gameObjectRef` — the host GameObject.
- `componentRef` — the specific component to inspect (matched by index or instance ID).
- `includeFields` (default `true`) — populate the legacy `Fields` list.
- `includeProperties` (default `true`) — populate the legacy `Properties` list.
- `deepSerialization` (default `false`) — when populating legacy lists, recurse into nested members.
Path-scoped reads (token-saving)
Supply `paths` (a list of paths) to read only the listed fields/elements via `Reflector.TryReadAt`, or `viewQuery` (a `ViewQuery`) to navigate to a subtree and/or filter by name regex / max depth / type via `Reflector.View`. The result is returned in the `View` field of the response, and the legacy `Fields`/`Properties` lists are skipped. These two parameters are mutually exclusive — supply at most one.
Path syntax
`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`. Leading `#/` is stripped.
How to Call
unity-mcp-cli run-tool gameobject-component-get --input '{
"gameObjectRef": "string_value",
"componentRef": "string_value",
"includeFields": false,
"includeProperties": false,
"deepSerialization": false,
"paths": "string_value",
"viewQuery": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool gameobject-component-get --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool gameobject-component-get --input-file - <<'EOF' > {"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 | |------|------|----------|-------------| | `gameObjectRef` | `any` | Yes | Find GameObject in opened Prefab or in the active Scene. | | `componentRef` | `any` | Yes | Component reference. Used to find a Component at GameObject. | | `includeFields` | `boolean` | No | Include serialized fields of the component. | | `includeProperties` | `boolean` | No | Include serialized properties of the component. | | `deepSerialization` | `boolean` | No | Performs deep serialization including all nested objects. Otherwise, only serializes top-level members. | | `paths` | `any` | No | Optional. List of paths to read individually via Reflector.TryReadAt. When supplied, the legacy 'Fields'/'Properties' lists are skipped and the result is returned in 'View'. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Mutually exclusive with 'viewQuery'. | | `viewQuery` | `any` | No | Optional. View-query filter routed through Reflector.View. When supplied, the legacy 'Fields'/'Properties' lists are skipped and the filtered subtree is returned in 'View'. Mutually exclusive with 'paths'. |
Input JSON Schema
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"componentRef": {
"$ref": "#/$defs/AIGD.ComponentRef"
},
"includeFields": {
"type": "boolean"
},
"includeProperties": {
"type": "boolean"
},
"deepSerialization": {
"type": "boolean"
},
"paths": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)"
},
"viewQuery": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.ViewQuery"
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$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."
},
"AIGD.ComponentRef": {
"type": "object",
"properties": {
"index": {
"type": "integer",
"description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
},
"typeName": {
"type": "string",
"description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value iRead more
name: gameobject-component-get description: Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first.
GameObject / Component / Get
Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject.
Inputs
- `gameObjectRef` — the host GameObject.
- `componentRef` — the specific component to inspect (matched by index or instance ID).
- `includeFields` (default `true`) — populate the legacy `Fields` list.
- `includeProperties` (default `true`) — populate the legacy `Properties` list.
- `deepSerialization` (default `false`) — when populating legacy lists, recurse into nested members.
Path-scoped reads (token-saving)
Supply `paths` (a list of paths) to read only the listed fields/elements via `Reflector.TryReadAt`, or `viewQuery` (a `ViewQuery`) to navigate to a subtree and/or filter by name regex / max depth / type via `Reflector.View`. The result is returned in the `View` field of the response, and the legacy `Fields`/`Properties` lists are skipped. These two parameters are mutually exclusive — supply at most one.
Path syntax
`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`. Leading `#/` is stripped.
How to Call
unity-mcp-cli run-tool gameobject-component-get --input '{
"gameObjectRef": "string_value",
"componentRef": "string_value",
"includeFields": false,
"includeProperties": false,
"deepSerialization": false,
"paths": "string_value",
"viewQuery": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool gameobject-component-get --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool gameobject-component-get --input-file - <<'EOF' > {"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 | |------|------|----------|-------------| | `gameObjectRef` | `any` | Yes | Find GameObject in opened Prefab or in the active Scene. | | `componentRef` | `any` | Yes | Component reference. Used to find a Component at GameObject. | | `includeFields` | `boolean` | No | Include serialized fields of the component. | | `includeProperties` | `boolean` | No | Include serialized properties of the component. | | `deepSerialization` | `boolean` | No | Performs deep serialization including all nested objects. Otherwise, only serializes top-level members. | | `paths` | `any` | No | Optional. List of paths to read individually via Reflector.TryReadAt. When supplied, the legacy 'Fields'/'Properties' lists are skipped and the result is returned in 'View'. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Mutually exclusive with 'viewQuery'. | | `viewQuery` | `any` | No | Optional. View-query filter routed through Reflector.View. When supplied, the legacy 'Fields'/'Properties' lists are skipped and the filtered subtree is returned in 'View'. Mutually exclusive with 'paths'. |
Input JSON Schema
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"componentRef": {
"$ref": "#/$defs/AIGD.ComponentRef"
},
"includeFields": {
"type": "boolean"
},
"includeProperties": {
"type": "boolean"
},
"deepSerialization": {
"type": "boolean"
},
"paths": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)"
},
"viewQuery": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.ViewQuery"
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"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."
},
"AIGD.ComponentRef": {
"type": "object",
"properties": {
"index": {
"type": "integer",
"description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
},
"typeName": {
"type": "string",
"description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value iGet up and running in three steps: Install plugin — download the .unitypackage installer or run openupm add com.ivanmurzak.unity.mcp Alternative: npx unity-mcp-cli install-plugin ./MyUnityProject — see CLI documentation Pick an AI agent — Claude Code, Claude
Repo: IvanMurzak/Unity-MCP
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