build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.
$ npx -y skills add IvanMurzak/Unity-MCP --skill gameobject-find --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/gameobject-findContext preview
The summary Claude sees to decide when to auto-load this skill.
Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.
name: gameobject-find description: Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.
Finds specific GameObject by provided information in opened Prefab or in a Scene. First it looks for the opened Prefab, if any Prefab is opened it looks only there ignoring a scene. If no opened Prefab it looks into current active scene. Returns GameObject information and its children. Also, it returns Components preview just for the target 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`. When either is supplied, the result populates `Data` on the returned `GameObjectData` and overrides `includeData` (which would otherwise produce a full recursive serialization). 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-find --input '{
"gameObjectRef": "string_value",
"includeData": false,
"includeComponents": false,
"includeBounds": false,
"includeHierarchy": false,
"hierarchyDepth": 0,
"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-find --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool gameobject-find --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. | | `includeData` | `boolean` | No | Include editable GameObject data (tag, layer, etc). | | `includeComponents` | `boolean` | No | Include attached components references. | | `includeBounds` | `boolean` | No | Include 3D bounds of the GameObject. | | `includeHierarchy` | `boolean` | No | Include hierarchy metadata. | | `hierarchyDepth` | `integer` | No | Determines the depth of the hierarchy to include. 0 - means only the target GameObject. 1 - means to include one layer below. | | `paths` | `any` | No | Optional. List of paths to read individually via Reflector.TryReadAt. When supplied, replaces 'includeData'-style full serialization with a path-scoped aggregate. 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, replaces 'includeData'-style full serialization with the filtered subtree. Mutually exclusive with 'paths'. |
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"includeData": {
"type": "boolean"
},
"includeComponents": {
"type": "boolean"
},
"includeBounds": {
"type": "boolean"
},
"includeHierarchy": {
"type": "boolean"
},
"hierarchyDepth": {
"type": "integer"
},
"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."
},
"System.Collections.Generic.List(System.String)": {
"type": "array",
"items": {
"type": "string"
}
},
"com.IvanMurzak.ReflectorNet.Model.ViewQuery": {
"type": "object",
"properties": {
"Path": {
"type": "string",
"description": "Navigate to this path first, then serialize only that subtree. Path segments are separated by '/'. Use '[i]' for array/list index (e.gGet 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.
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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…