/gameobject-modify
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs,
$ npx -y skills add IvanMurzak/Unity-MCP --skill gameobject-modify --agent claude-codeHow it fires
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- You can call itInvoke it directly when you want it.
- Slash command
/gameobject-modify
Context preview
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Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs,
SKILL.md
gameobject-modify.SKILL.mdname: gameobject-modify
description: Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject) — see the skill body for details.
GameObject / Modify
Three modification surfaces
Per GameObject — parallel arrays must have the same length as `gameObjectRefs`:
1. `gameObjectDiffs` — full `SerializedMember` diff per GameObject (legacy, backwards compatible). 2. `pathPatchesPerGameObject` — list of `{path, value}` patches per GameObject routed through `Reflector.TryModifyAt`; atomic per-path modification. 3. `jsonPatchesPerGameObject` — JSON Merge Patch per GameObject routed through `Reflector.TryPatch`.
When more than one is supplied for the same GameObject they run in this order: `jsonPatch` → `pathPatches` → `diff`. At least one of the three is required.
Path syntax
`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`.
How to Call
unity-mcp-cli run-tool gameobject-modify --input '{
"gameObjectRefs": "string_value",
"gameObjectDiffs": "string_value",
"pathPatchesPerGameObject": "string_value",
"jsonPatchesPerGameObject": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool gameobject-modify --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool gameobject-modify --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 | |------|------|----------|-------------| | `gameObjectRefs` | `any` | Yes | Array of GameObjects in opened Prefab or in the active Scene. | | `gameObjectDiffs` | `any` | No | Optional. Each item in the array represents a GameObject modification of the 'gameObjectRefs' at the same index. Usually a GameObject is a container for components. Each component may have fields and properties for modification. If you need to modify components of a GameObject, please use 'gameobject-component-modify' tool. Ignore values that should not be modified. Any unknown or wrong located fields and properties will be ignored. Check the result of this command to see what was changed. The ignored fields and properties will be listed. | | `pathPatchesPerGameObject` | `any` | No | Optional. Per-GameObject list of path-scoped patches routed through Reflector.TryModifyAt. Outer index aligns with 'gameObjectRefs'; inner list contains {path, value} entries. Pass null or omit for GameObjects that should not receive path patches. | | `jsonPatchesPerGameObject` | `any` | No | Optional. Per-GameObject JSON Merge Patch (RFC 7396, extended with [i]/[key] keys) routed through Reflector.TryPatch. Outer index aligns with 'gameObjectRefs'. Pass null or omit for GameObjects that should not receive a JSON patch. |
Input JSON Schema
{
"type": "object",
"properties": {
"gameObjectRefs": {
"$ref": "#/$defs/AIGD.GameObjectRefList"
},
"gameObjectDiffs": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMemberList"
},
"pathPatchesPerGameObject": {
"$ref": "#/$defs/System.Collections.Generic.List(System.Collections.Generic.List(AIGD.PathPatch))"
},
"jsonPatchesPerGameObject": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)"
}
},
"$defs": {
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRefList": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.GameObjectRef",
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"description": "Array of GameObjects in opened Prefab or in the active Scene."
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
}
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
"type": "object",
"properties": {
"typeName": {
"type": "string",
"description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
},
"name": {
"type": "string",
"description": "Object name."
},
"value": {
"description": "Value of the object, serialized asRead more
name: gameobject-modify description: Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject) — see the skill body for details.
GameObject / Modify
Three modification surfaces
Per GameObject — parallel arrays must have the same length as `gameObjectRefs`:
1. `gameObjectDiffs` — full `SerializedMember` diff per GameObject (legacy, backwards compatible). 2. `pathPatchesPerGameObject` — list of `{path, value}` patches per GameObject routed through `Reflector.TryModifyAt`; atomic per-path modification. 3. `jsonPatchesPerGameObject` — JSON Merge Patch per GameObject routed through `Reflector.TryPatch`.
When more than one is supplied for the same GameObject they run in this order: `jsonPatch` → `pathPatches` → `diff`. At least one of the three is required.
Path syntax
`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`.
How to Call
unity-mcp-cli run-tool gameobject-modify --input '{
"gameObjectRefs": "string_value",
"gameObjectDiffs": "string_value",
"pathPatchesPerGameObject": "string_value",
"jsonPatchesPerGameObject": "string_value"
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool gameobject-modify --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool gameobject-modify --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 | |------|------|----------|-------------| | `gameObjectRefs` | `any` | Yes | Array of GameObjects in opened Prefab or in the active Scene. | | `gameObjectDiffs` | `any` | No | Optional. Each item in the array represents a GameObject modification of the 'gameObjectRefs' at the same index. Usually a GameObject is a container for components. Each component may have fields and properties for modification. If you need to modify components of a GameObject, please use 'gameobject-component-modify' tool. Ignore values that should not be modified. Any unknown or wrong located fields and properties will be ignored. Check the result of this command to see what was changed. The ignored fields and properties will be listed. | | `pathPatchesPerGameObject` | `any` | No | Optional. Per-GameObject list of path-scoped patches routed through Reflector.TryModifyAt. Outer index aligns with 'gameObjectRefs'; inner list contains {path, value} entries. Pass null or omit for GameObjects that should not receive path patches. | | `jsonPatchesPerGameObject` | `any` | No | Optional. Per-GameObject JSON Merge Patch (RFC 7396, extended with [i]/[key] keys) routed through Reflector.TryPatch. Outer index aligns with 'gameObjectRefs'. Pass null or omit for GameObjects that should not receive a JSON patch. |
Input JSON Schema
{
"type": "object",
"properties": {
"gameObjectRefs": {
"$ref": "#/$defs/AIGD.GameObjectRefList"
},
"gameObjectDiffs": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMemberList"
},
"pathPatchesPerGameObject": {
"$ref": "#/$defs/System.Collections.Generic.List(System.Collections.Generic.List(AIGD.PathPatch))"
},
"jsonPatchesPerGameObject": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)"
}
},
"$defs": {
"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.Type": {
"type": "string"
},
"AIGD.GameObjectRefList": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.GameObjectRef",
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"description": "Array of GameObjects in opened Prefab or in the active Scene."
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
}
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
"type": "object",
"properties": {
"typeName": {
"type": "string",
"description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
},
"name": {
"type": "string",
"description": "Object name."
},
"value": {
"description": "Value of the object, serialized asGet 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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