proj/SKILLS/gameobject-component-add/SKILL.md
Add Component to GameObject in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first. Use 'gameobject-component-list-all' tool to find the component type names to add.
npx skillsauth add luxuia/testgame1 gameobject-component-addInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Add Component to GameObject in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first. Use 'gameobject-component-list-all' tool to find the component type names to add.
Execute this tool directly via the MCP Plugin HTTP API:
curl -X POST http://localhost:52605/api/tools/gameobject-component-add \
-H "Content-Type: application/json" \
-d '{
"componentNames": "string_value",
"gameObjectRef": "string_value"
}'
curl -X POST http://localhost:52605/api/tools/gameobject-component-add \
-H "Content-Type: application/json" \
-H "Authorization: Bearer YOUR_TOKEN" \
-d '{
"componentNames": "string_value",
"gameObjectRef": "string_value"
}'
The token is stored in the file:
UserSettings/AI-Game-Developer-Config.jsonUsing the format:"token": "YOUR_TOKEN"
| Name | Type | Required | Description |
|------|------|----------|-------------|
| componentNames | any | Yes | Full name of the Component. It should include full namespace path and the class name. |
| gameObjectRef | any | Yes | Find GameObject in opened Prefab or in the active Scene. |
{
"type": "object",
"properties": {
"componentNames": {
"$ref": "#/$defs/System.String[]",
"description": "Full name of the Component. It should include full namespace path and the class name."
},
"gameObjectRef": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef",
"description": "Find GameObject in opened Prefab or in the active Scene."
}
},
"$defs": {
"System.String[]": {
"type": "array",
"items": {
"type": "string"
}
},
"System.Type": {
"type": "string"
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is \u00270\u0027 and \u0027path\u0027, \u0027name\u0027, \u0027assetPath\u0027 and \u0027assetGuid\u0027 is not provided, empty or null, then it will be used as \u0027null\u0027. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample \u0027character/hand/finger/particle\u0027. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with \u0027Assets/\u0027"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
}
},
"required": [
"componentNames",
"gameObjectRef"
]
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_GameObject\u002BAddComponentResponse"
}
},
"$defs": {
"System.Collections.Generic.List\u003Ccom.IvanMurzak.Unity.MCP.Runtime.Data.ComponentDataShallow\u003E": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentDataShallow"
}
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentDataShallow": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer"
},
"typeName": {
"type": "string"
},
"isEnabled": {
"type": "string",
"enum": [
"False",
"True",
"NA"
]
}
},
"required": [
"instanceID",
"isEnabled"
]
},
"System.Collections.Generic.List\u003CSystem.String\u003E": {
"type": "array",
"items": {
"type": "string"
}
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_GameObject\u002BAddComponentResponse": {
"type": "object",
"properties": {
"AddedComponents": {
"$ref": "#/$defs/System.Collections.Generic.List\u003Ccom.IvanMurzak.Unity.MCP.Runtime.Data.ComponentDataShallow\u003E",
"description": "List of successfully added components."
},
"Messages": {
"$ref": "#/$defs/System.Collections.Generic.List\u003CSystem.String\u003E",
"description": "List of success messages for added components."
},
"Warnings": {
"$ref": "#/$defs/System.Collections.Generic.List\u003CSystem.String\u003E",
"description": "List of warnings encountered during component addition."
},
"Errors": {
"$ref": "#/$defs/System.Collections.Generic.List\u003CSystem.String\u003E",
"description": "List of errors encountered during component addition."
}
}
}
},
"required": [
"result"
]
}
data-ai
Generates a JSON Schema for a given C# type name using reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. The type must be present in any loaded assembly. Use the full type name (e.g. 'UnityEngine.Vector3') for best results.
development
Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development.
tools
Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first.
tools
Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.