proj/SKILLS/gameobject-set-parent/SKILL.md
Set parent GameObject to list of GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
npx skillsauth add luxuia/testgame1 gameobject-set-parentInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Set parent GameObject to list of GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
Execute this tool directly via the MCP Plugin HTTP API:
curl -X POST http://localhost:52605/api/tools/gameobject-set-parent \
-H "Content-Type: application/json" \
-d '{
"gameObjectRefs": "string_value",
"parentGameObjectRef": "string_value",
"worldPositionStays": false
}'
curl -X POST http://localhost:52605/api/tools/gameobject-set-parent \
-H "Content-Type: application/json" \
-H "Authorization: Bearer YOUR_TOKEN" \
-d '{
"gameObjectRefs": "string_value",
"parentGameObjectRef": "string_value",
"worldPositionStays": false
}'
The token is stored in the file:
UserSettings/AI-Game-Developer-Config.jsonUsing the format:"token": "YOUR_TOKEN"
| Name | Type | Required | Description |
|------|------|----------|-------------|
| gameObjectRefs | any | Yes | List of references to the GameObjects to set new parent. |
| parentGameObjectRef | any | Yes | Reference to the parent GameObject. |
| worldPositionStays | boolean | No | A boolean flag indicating whether the GameObject's world position should remain unchanged when setting its parent. |
{
"type": "object",
"properties": {
"gameObjectRefs": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRefList",
"description": "List of references to the GameObjects to set new parent."
},
"parentGameObjectRef": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef",
"description": "Reference to the parent GameObject."
},
"worldPositionStays": {
"type": "boolean",
"description": "A boolean flag indicating whether the GameObject\u0027s world position should remain unchanged when setting its parent."
}
},
"$defs": {
"com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is \u00270\u0027 and \u0027path\u0027, \u0027name\u0027, \u0027assetPath\u0027 and \u0027assetGuid\u0027 is not provided, empty or null, then it will be used as \u0027null\u0027. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample \u0027character/hand/finger/particle\u0027. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with \u0027Assets/\u0027"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"System.Type": {
"type": "string"
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRefList": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.GameObjectRef",
"description": "Find GameObject in opened Prefab or in the active Scene."
},
"description": "Array of GameObjects in opened Prefab or in the active Scene."
}
},
"required": [
"gameObjectRefs",
"parentGameObjectRef"
]
}
{
"type": "object",
"properties": {
"result": {
"type": "string"
}
},
"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.