build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
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.
$ npx -y skills add IvanMurzak/Unity-MCP --skill gameobject-component-get --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/gameobject-component-getContext preview
The summary Claude sees to decide when to auto-load this skill.
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.
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.
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.
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.
`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`. Leading `#/` is stripped.
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 > ```
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.
| 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'. |
{
"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
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist.…
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so…