unity-gameobject
GameObject creation and manipulation. Use when users want to create, delete, move, rotate, scale, parent, find, or rename GameObjects. Triggers: gameobject, create gameobject, delete gameobject, duplicate, rename, transform, position, rotation, scale, parent, child, hierarchy, layer, tag, active, find, primitive, cube, sphere, instanceId, 游戏对象, 创建游戏对象, 删除游戏对象, 复制, 重命名, 变换, 位置, 旋转, 缩放, 父子, 层级, 查找游戏对象, 标签, 图层, 激活, 立方体, 球体.
- License 许可
- MIT
- 最近更新
- 2026-07-25
- Stars
- ★ 8
- Forks
- 0
01 前言 Front Matter
- name
- unity-gameobject
- metadata
- { "tier": 2, "source": "https://github.com/Besty0728/Unity-Skills", "version": "1.9.2" }
- use-when
- Load when the task requires: GameObject creation and manipulation. Use when users want to create, delete, move, rotate, scale, parent, find, or rename GameObjects. Unity Editor must be running with the unity-skills REST server reachable at http://localhost:8090.
- platforms
- [ "unity-editor", "claude-code" ]
- description
- GameObject creation and manipulation. Use when users want to create, delete, move, rotate, scale, parent, find, or rename GameObjects. Triggers: gameobject, create gameobject, delete gameobject, duplicate, rename, transform, position, rotation, scale, parent, child, hierarchy, layer, tag, active, find, primitive, cube, sphere, instanceId, 游戏对象, 创建游戏对象, 删除游戏对象, 复制, 重命名, 变换, 位置, 旋转, 缩放, 父子, 层级, 查找游戏对象, 标签, 图层, 激活, 立方体, 球体.
- do-not-use-when
- Do not load when Unity Editor is not running locally. Do not load when unity-skills REST server is unreachable at http://localhost:8090.
- task-categories
- [ "gameobject", "scene", "editor-automation" ]
03 SKILL.md 正文
Unity GameObject Skills
BATCH-FIRST: Use
*_batchskills when operating on 2+ objects to reduce API calls from N to 1.
Operating Mode
- Approval(默认):本模块多为
SkillMode.FullAuto,调用需用户 grant;grant 后服务端一步执行并返结果。 - Auto / Bypass:直接执行。
- 含 NeverInSemi 高危 skill:
gameobject_delete/gameobject_delete_batch(标记 Operation.Delete)。这些在 Approval/Auto 下返MODE_FORBIDDEN,仅 Bypass 或用户 Allowlist 命中可调。
DO NOT (common hallucinations):
gameobject_move/gameobject_rotate/gameobject_set_scaledo not exist → usegameobject_set_transform(handles position, rotation, and scale together)gameobject_set_positiondoes not exist → usegameobject_set_transformwithposX/posY/posZgameobject_add_componentdoes not exist → usecomponent_add(component module)gameobject_get_transformdoes not exist → usegameobject_get_info(returns position/rotation/scale)
Routing:
- To add/remove components → use
componentmodule - To set material/color → use
materialmodule - To search objects by name/tag/component →
gameobject_find(this module) orscene_find_objects(scene module, SkillMode.SemiAuto)
Object Targeting: All single-object skills accept three identifiers:
name(string),instanceId(int, preferred for precision),path(string, hierarchy path like "Parent/Child"). Provide at least one. When onlynameis shown in a parameter table,instanceIdandpathare also accepted.
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|---|---|
gameobject_create |
gameobject_create_batch |
Creating 2+ objects |
gameobject_delete |
gameobject_delete_batch |
Deleting 2+ objects |
gameobject_duplicate |
gameobject_duplicate_batch |
Duplicating 2+ objects |
gameobject_rename |
gameobject_rename_batch |
Renaming 2+ objects |
gameobject_set_transform |
gameobject_set_transform_batch |
Moving 2+ objects |
gameobject_set_active |
gameobject_set_active_batch |
Toggling 2+ objects |
gameobject_set_parent |
gameobject_set_parent_batch |
Parenting 2+ objects |
| - | gameobject_set_layer_batch |
Setting layer on 2+ objects |
| - | gameobject_set_tag_batch |
Setting tag on 2+ objects |
Query Skills (no batch needed):
gameobject_find- Find objects by name/tag/layer/componentgameobject_get_info- Get detailed object information
Single-Object Skills
gameobject_create
Create a new GameObject (primitive or empty).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name |
string | Yes | - | Object name |
primitiveType |
string | No | null | Cube/Sphere/Capsule/Cylinder/Plane/Quad (null=Empty) |
x, y, z |
float | No | 0 | Local position (relative to parent if set) |
parentName |
string | No | null | Parent object name |
parentInstanceId |
int | No | 0 | Parent instance ID |
parentPath |
string | No | null | Parent hierarchy path |
Returns: {success, name, instanceId, path, parent, position}
gameobject_delete
Delete a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID (preferred) |
path |
string | No* | Hierarchy path |
*At least one identifier required
gameobject_duplicate
Duplicate a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID |
path |
string | No* | Hierarchy path |
Returns: {originalName, copyName, copyInstanceId, copyPath}
gameobject_rename
Rename a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Current object name |
instanceId |
int | No* | Instance ID (preferred) |
newName |
string | Yes | New name |
Returns: {success, oldName, newName, instanceId}
gameobject_find
Find GameObjects matching criteria.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name |
string | No | null | Name filter |
tag |
string | No | null | Tag filter |
layer |
string | No | null | Layer filter |
component |
string | No | null | Component type filter |
useRegex |
bool | No | false | Use regex for name |
limit |
int | No | 50 | Max results |
Returns: {count, objects: [{name, instanceId, path, tag, layer}]}
gameobject_get_info
Get detailed GameObject information.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID |
path |
string | No* | Hierarchy path |
Returns: {name, instanceId, path, tag, layer, active, position, rotation, scale, components, children}
gameobject_set_transform
Set position, rotation, and/or scale. Supports world / local / RectTransform spaces.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID (preferred) |
path |
string | No* | Hierarchy path |
posX/posY/posZ |
float | No | World position |
rotX/rotY/rotZ |
float | No | World rotation (euler) |
scaleX/scaleY/scaleZ |
float | No | Local scale |
localPosX/localPosY/localPosZ |
float | No | Local position (relative to parent; works for both 3D and UI) |
anchoredPosX/anchoredPosY |
float | No | RectTransform anchored position (UI only) |
anchorMinX/anchorMinY |
float | No | RectTransform anchor min (0-1, UI only) |
anchorMaxX/anchorMaxY |
float | No | RectTransform anchor max (0-1, UI only) |
pivotX/pivotY |
float | No | RectTransform pivot (0-1, UI only) |
sizeDeltaX/sizeDeltaY |
float | No | RectTransform size delta (UI only) |
width/height |
float | No | Convenience aliases for sizeDeltaX/sizeDeltaY (UI only) |
*At least one identifier required. RectTransform / anchored* / anchor* / pivot* / sizeDelta* / width / height only apply to UI elements; ignored on regular Transforms.
gameobject_set_parent
Set parent-child relationship.
| Parameter | Type | Required | Description |
|---|---|---|---|
childName |
string | No* | Child object name |
childInstanceId |
int | No* | Child Instance ID (preferred) |
childPath |
string | No* | Child hierarchy path |
parentName |
string | No* | Parent object name (empty string = unparent) |
parentInstanceId |
int | No* | Parent Instance ID |
parentPath |
string | No* | Parent hierarchy path |
*At least one child identifier and one parent identifier required
gameobject_set_active
Enable or disable a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Object name |
instanceId |
int | No* | Instance ID (preferred) |
path |
string | No* | Hierarchy path |
active |
bool | Yes | Enable state |
*At least one identifier required
Batch Skills
gameobject_create_batch
Create multiple GameObjects in one call.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items |
json string | Yes | - | JSON array of per-item objects (see example below) |
Item properties: name, primitiveType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, parentName, parentInstanceId, parentPath
Returns: {success, totalItems, successCount, failCount, results: [{success, name, instanceId, path, position}]}
unity_skills.call_skill("gameobject_create_batch", items=[
{"name": "Parent", "primitiveType": "Empty"},
{"name": "Child1", "primitiveType": "Cube", "x": 0, "parentName": "Parent"},
{"name": "Child2", "primitiveType": "Sphere", "x": 2, "parentName": "Parent"}
])
gameobject_delete_batch
Delete multiple GameObjects.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items |
json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}
# By names
unity_skills.call_skill("gameobject_delete_batch", items=["Cube1", "Cube2", "Cube3"])
# By instanceId (preferred for precision)
unity_skills.call_skill("gameobject_delete_batch", items=[
{"instanceId": 12345},
{"instanceId": 12346}
])
# By path
unity_skills.call_skill("gameobject_delete_batch", items=[
{"path": "Environment/Cube1"},
{"path": "Environment/Cube2"}
])
gameobject_duplicate_batch
Duplicate multiple GameObjects.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items |
json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, originalName, copyName, copyInstanceId, copyPath}]}
unity_skills.call_skill("gameobject_duplicate_batch", items=[
{"instanceId": 12345},
{"instanceId": 12346}
])
gameobject_rename_batch
Rename multiple GameObjects.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items |
json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, oldName, newName, instanceId}]}
unity_skills.call_skill("gameobject_rename_batch", items=[
{"instanceId": 12345, "newName": "Enemy_01"},
{"instanceId": 12346, "newName": "Enemy_02"}
])
gameobject_set_transform_batch
Set transforms for multiple objects.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items |
json string | Yes | - | JSON array of per-item objects (see example below) |
Item properties (each item supports identifier + any subset of transform fields):
- Identifier:
name/instanceId/path(at least one required) - World:
posX,posY,posZ,rotX,rotY,rotZ,scaleX,scaleY,scaleZ - Local:
localPosX,localPosY,localPosZ - RectTransform (UI only):
anchoredPosX,anchoredPosY,anchorMinX,anchorMinY,anchorMaxX,anchorMaxY,pivotX,pivotY,sizeDeltaX,sizeDeltaY,width,height
Returns: {success, totalItems, successCount, failCount, results: [{success, name, position, rotation, scale}]}
unity_skills.call_skill("gameobject_set_transform_batch", items=[
{"name": "Cube1", "posX": 0, "posY": 1},
{"instanceId": 12345, "posX": 2, "posY": 1},
{"path": "Env/Cube3", "posX": 4, "posY": 1}
])
gameobject_set_active_batch
Toggle multiple objects. Each item supports identifier (name / instanceId / path) + active (bool).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items |
json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, name, active}]}
unity_skills.call_skill("gameobject_set_active_batch", items=[
{"name": "Enemy1", "active": False},
{"name": "Enemy2", "active": False}
])
gameobject_set_parent_batch
Parent multiple objects. Each item supports childName/childInstanceId/childPath and parentName/parentInstanceId/parentPath.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items |
json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, child, parent}]}
unity_skills.call_skill("gameobject_set_parent_batch", items=[
{"childName": "Wheel1", "parentName": "Car"},
{"childInstanceId": 12345, "parentName": "Car"},
{"childPath": "Wheels/Wheel3", "parentPath": "Vehicles/Car"}
])
gameobject_set_layer_batch
Set layer for multiple objects. Each item supports identifier (name / instanceId / path) + layer (string layer name) + optional recursive (bool, default false — propagates layer to children).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items |
json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, name, layer}]}
unity_skills.call_skill("gameobject_set_layer_batch", items=[
{"name": "Enemy1", "layer": "Water"},
{"name": "Enemy2", "layer": "Water"}
])
gameobject_set_tag_batch
Set tag for multiple objects. Each item supports identifier (name / instanceId / path) + tag (string tag name).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items |
json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, name, tag}]}
unity_skills.call_skill("gameobject_set_tag_batch", items=[
{"name": "Enemy1", "tag": "Enemy"},
{"name": "Enemy2", "tag": "Enemy"}
])
Minimal Example
import unity_skills
# GOOD: 3 API calls instead of 6
unity_skills.call_skill("gameobject_create_batch", items=[
{"name": "Floor", "primitiveType": "Plane"},
{"name": "Wall1", "primitiveType": "Cube"},
{"name": "Wall2", "primitiveType": "Cube"}
])
unity_skills.call_skill("gameobject_set_transform_batch", items=[
{"name": "Wall1", "posX": -5, "scaleY": 3},
{"name": "Wall2", "posX": 5, "scaleY": 3}
])
unity_skills.call_skill("gameobject_set_tag_batch", items=[
{"name": "Wall1", "tag": "Wall"},
{"name": "Wall2", "tag": "Wall"}
])
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
04 同仓库更多 Skills
dots-update-groups
How to choose the right ECS system group and ordering so per-frame and per-fixed-step work is deterministic and never races its own readers. Covers InitializationSystemGroup / SimulationSystemGroup / PresentationSystemGroup / FixedStepSimulationSystemGroup / VariableRateSimulationSystemGroup, UpdateBefore / UpdateAfter peer ordering, OrderFirst / OrderLast group-boundary placement, RateManager, and the cross-group ordering trap. Use when adding an ISystem, fixing "value visible one frame late" bugs, or coupling simulation to a fixed timestep.
dots-transform-patterns
The Entities 1.x transform model — LocalTransform (writable input) vs LocalToWorld (system-owned matrix), Parent/Child hierarchy, reparenting cost, uniform vs non-uniform scale (PostTransformMatrix), and when to opt out with custom transform systems. Use when designing parent/child hierarchies, runtime reparenting (mount/dismount/socket), or choosing transform components at the Baker boundary.
dots-singleton-patterns
Model cross-system shared configuration and game state as a single-entity component with a strict single-writer contract. Covers RequireForUpdate gating, SystemAPI.GetSingleton / GetSingletonRW / HasSingleton / TryGetSingleton, bake-time vs runtime-created vs ECB-system singletons, the "exactly one entity" runtime invariant, and the single-writer rule. Use when designing frame-stable global config, shared mutable state, or any component intended to exist on exactly one entity.
dots-hybrid-bridge
The one-way bridge between DOTS-owned runtime state and Unity-owned presentation. Covers UnityObjectRef for managed asset refs in components, the DOTS-writes / Unity-reads ownership rule, when to use managed IComponentData vs UnityObjectRef vs CompanionComponent, baker-bridge vs runtime-bridge, and SubScene boundary rules. Use when an entity must reference Unity assets (Mesh, Material, AudioClip, ScriptableObject), a MonoBehaviour view must read entity state, or input/UI must trigger ECS work.
dots-event-driven-ecs
Model one-frame events and external requests in ECS without dual ownership, polling, or persistent state leaks. Covers request-tag pattern with ECB, enableable command components (no structural change), event buffers (IBufferElementData), explicit consumer ownership, one-frame latency rules, and the banned C# event / UnityEvent / static bus anti-patterns. Use when input/UI/network must trigger ECS work, when a one-frame signal fans out to N consumers (damage, hit, collision), or when state changes must be processed exactly once.
valid_skill
A complete, well-formed test fixture skill for SkillHub validation testing. Covers basic task routing and code review for Unity projects.