proj/SKILLS/gameobject-find/SKILL.md
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.
npx skillsauth add luxuia/testgame1 gameobject-findInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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.
Execute this tool directly via the MCP Plugin HTTP API:
curl -X POST http://localhost:52605/api/tools/gameobject-find \
-H "Content-Type: application/json" \
-d '{
"gameObjectRef": "string_value",
"includeData": false,
"includeComponents": false,
"includeBounds": false,
"includeHierarchy": false,
"hierarchyDepth": 0
}'
curl -X POST http://localhost:52605/api/tools/gameobject-find \
-H "Content-Type: application/json" \
-H "Authorization: Bearer YOUR_TOKEN" \
-d '{
"gameObjectRef": "string_value",
"includeData": false,
"includeComponents": false,
"includeBounds": false,
"includeHierarchy": false,
"hierarchyDepth": 0
}'
The token is stored in the file:
UserSettings/AI-Game-Developer-Config.jsonUsing the format:"token": "YOUR_TOKEN"
| 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. |
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef",
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"includeData": {
"type": "boolean",
"description": "Include editable GameObject data (tag, layer, etc)."
},
"includeComponents": {
"type": "boolean",
"description": "Include attached components references."
},
"includeBounds": {
"type": "boolean",
"description": "Include 3D bounds of the GameObject."
},
"includeHierarchy": {
"type": "boolean",
"description": "Include hierarchy metadata."
},
"hierarchyDepth": {
"type": "integer",
"description": "Determines the depth of the hierarchy to include. 0 - means only the target GameObject. 1 - means to include one layer below."
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is \u00270\u0027 and \u0027path\u0027, \u0027name\u0027, \u0027assetPath\u0027 and \u0027assetGuid\u0027 is not provided, empty or null, then it will be used as \u0027null\u0027. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample \u0027character/hand/finger/particle\u0027. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with \u0027Assets/\u0027"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
}
},
"required": [
"gameObjectRef"
]
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectData"
}
},
"$defs": {
"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."
},
"System.Type": {
"type": "string"
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
"type": "object",
"properties": {
"typeName": {
"type": "string",
"description": "Full type name. Eg: \u0027System.String\u0027, \u0027System.Int32\u0027, \u0027UnityEngine.Vector3\u0027, etc."
},
"name": {
"type": "string",
"description": "Object name."
},
"value": {
"description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
},
"fields": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Nested field value."
},
"description": "Fields of the object, serialized as a list of \u0027SerializedMember\u0027."
},
"props": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "Nested property value."
},
"description": "Properties of the object, serialized as a list of \u0027SerializedMember\u0027."
}
},
"required": [
"typeName"
],
"additionalProperties": false
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
}
},
"UnityEngine.Bounds": {
"type": "object",
"properties": {
"center": {
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
]
},
"size": {
"type": "object",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
]
}
},
"required": [
"center",
"size"
],
"additionalProperties": false
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectMetadata": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer"
},
"path": {
"type": "string"
},
"name": {
"type": "string"
},
"sceneName": {
"type": "string"
},
"tag": {
"type": "string"
},
"activeSelf": {
"type": "boolean"
},
"activeInHierarchy": {
"type": "boolean"
},
"children": {
"$ref": "#/$defs/System.Collections.Generic.List\u003Ccom.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectMetadata\u003E"
}
},
"required": [
"instanceID",
"activeSelf",
"activeInHierarchy"
]
},
"System.Collections.Generic.List\u003Ccom.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectMetadata\u003E": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectMetadata"
}
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentDataShallow[]": {
"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"
]
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectData": {
"type": "object",
"properties": {
"Reference": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef",
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"Data": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "GameObject editable data (tag, layer, etc)."
},
"Bounds": {
"$ref": "#/$defs/UnityEngine.Bounds",
"description": "Bounds of the GameObject."
},
"Hierarchy": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectMetadata",
"description": "Hierarchy metadata of the GameObject."
},
"Components": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.ComponentDataShallow[]",
"description": "Attached components shallow data of the GameObject (Read-only, use Component modification tool for modification)."
}
}
}
},
"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.