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/gameobject-find

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`.

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ivanmurzak-unity-mcp
3.8k80 skills
Install
$ npx -y skills add IvanMurzak/Unity-MCP --skill gameobject-find --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/gameobject-find

Context 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`.

SKILL.md

gameobject-find.SKILL.md
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`.

GameObject / Find

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.

Toggles (all default `false` to keep responses small)

  • `includeData` — full editable GameObject data (tag, layer, etc.).
  • `includeComponents` — attached components references.
  • `includeBounds` — 3D bounds.
  • `includeHierarchy` — hierarchy metadata.
  • `hierarchyDepth` (default 0) — depth of the hierarchy to include. `0` = target only, `1` = one layer below, etc.

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`. 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.

Path syntax

`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`. Leading `#/` is stripped.

How to Call

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 > ```

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. | | `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'. |

Input JSON Schema

{
  "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.g
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Get 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

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Repo: IvanMurzak/Unity-MCP