| name | unity-component |
| description | Manage GameObject components — add, remove, list, copy, enable/disable, and read/set component fields. Use when attaching or removing components, copying components between objects, toggling them, or reading/writing their serialized fields, even if the user just says "加个组件" or "改组件属性". 管理 GameObject 组件(添加、移除、列出、复制、启用/禁用、读写组件字段);当用户要挂载或移除组件、在对象间复制组件、开关组件或读写其序列化字段时使用。 |
Unity Component Skills
BATCH-FIRST: Use *_batch skills when operating on 2+ objects to reduce API calls from N to 1.
Operating Mode
- Approval:本模块 Mixed ——
component_list / component_get_properties 标 SkillMode.SemiAuto,可直接执行;写类 skill (component_add / component_set_property / component_set_enabled / component_copy 等) 标 SkillMode.FullAuto,需 grant 单次执行返结果。
- Auto / Bypass:FullAuto 直接执行。
- 含 NeverInSemi 高危 skill:
component_remove / component_remove_batch(Operation.Delete)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。
DO NOT (common hallucinations):
component_create / component_get do not exist → use component_add (add) and component_get_properties (read)
component_find does not exist → use component_list to list components on an object
componentType is case-sensitive — Rigidbody not rigidbody, BoxCollider not boxcollider
- Custom scripts need exact class name; if namespaced, use
Namespace.ClassName
Routing:
- To create a C# component script → use
script module's script_create first, then component_add
- To set multiple properties at once → use
component_set_property_batch
- To enable/disable a component →
component_set_enabled (not component_set_property)
Object Targeting: All single-object skills accept name (string), instanceId (int, preferred), and path (string, hierarchy path). Provide at least one.
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|
component_add | component_add_batch | Adding to 2+ objects |
component_remove | component_remove_batch | Removing from 2+ objects |
component_set_property | component_set_property_batch | Setting on 2+ objects |
component_set_serialized_property | component_set_serialized_property_batch | Setting Inspector SerializedProperty paths |
Other Skills (no batch):
component_list - List all components on an object
component_get_properties - Get component property values
component_set_enabled - Enable/disable a component (Behaviour, Renderer, Collider)
component_copy - Copy a component from one object to another
component_get_serialized_properties - List Inspector SerializedProperty paths
component_copy_exact - Copy a component and verify serialized fields match
Single-Object Skills
component_add
Add a component to a GameObject.
| Parameter | Type | Required | Description |
|---|
name | string | No* | GameObject name |
instanceId | int | No* | Instance ID (preferred) |
path | string | No* | Hierarchy path |
componentType | string | Yes | Component type name |
*At least one identifier required
Returns: {success, gameObject, instanceId, component, fullTypeName} (returns {warning, gameObject, instanceId} instead if a single-instance component already exists)
component_remove
Remove a component from a GameObject.
| Parameter | Type | Required | Description |
|---|
name | string | No* | GameObject name |
instanceId | int | No* | Instance ID |
componentType | string | Yes | Component type to remove |
Returns: {success, gameObject, removed} (removed is the requested componentType string)
component_list
List all components on a GameObject.
| Parameter | Type | Required | Description |
|---|
name | string | No* | GameObject name |
instanceId | int | No* | Instance ID |
Returns: {gameObject, instanceId, path, componentCount, components: [{type, fullType, enabled, keyProperties?}]} (keyProperties only present when includeProperties=true)
component_set_property
Set a component property value.
| Parameter | Type | Required | Description |
|---|
name | string | No* | GameObject name |
instanceId | int | No* | Instance ID |
componentType | string | Yes | Component type |
propertyName | string | Yes | Property to set |
value | any | Cond. | New value (for basic types, vectors, colors) |
referencePath | string | No | Scene object hierarchy path (for scene references) |
referenceName | string | No | Scene object name (for scene references) |
assetPath | string | No | Project asset path (for asset references: Material, Texture, AudioClip, ScriptableObject, Prefab, etc.) |
Provide one of: value (basic types), referencePath/referenceName (scene objects), or assetPath (project assets).
value type examples:
call_skill("component_set_property", name="Obj", componentType="Rigidbody", propertyName="mass", value=2.5)
call_skill("component_set_property", name="Obj", componentType="Rigidbody", propertyName="useGravity", value=False)
call_skill("component_set_property", name="Obj", componentType="Transform", propertyName="localPosition",
value={"x": 1, "y": 2, "z": 3})
call_skill("component_set_property", name="Obj", componentType="Light", propertyName="color",
value={"r": 1, "g": 0.5, "b": 0, "a": 1})
call_skill("component_set_property", name="Obj", componentType="Rigidbody", propertyName="interpolation",
value="Interpolate")
Returns: {success, gameObject, component, property, valueSet, valueType} (valueSet is the string form of the actual value applied; valueType is the resolved target type name)
component_get_properties
Get all properties of a component.
| Parameter | Type | Required | Description |
|---|
name | string | No* | GameObject name |
instanceId | int | No* | Instance ID |
componentType | string | Yes | Component type |
Returns: {gameObject, component, fullTypeName, properties: [{name, type, fullType, value, canWrite}], fields: [{name, type, fullType, value, isSerializable}]}
component_get_serialized_properties
List Inspector serialized properties on a component via SerializedObject.
| Parameter | Type | Required | Description |
|---|
name | string | No* | GameObject name |
instanceId | int | No* | Instance ID |
path | string | No* | Hierarchy path |
componentType | string | Yes | Component type |
includeChildren | bool | No | Include nested properties |
limit | int | No | Max properties returned |
Returns: {success, gameObject, component, fullTypeName, properties}
component_set_serialized_property
Set an Inspector serialized property by propertyPath.
| Parameter | Type | Required | Description |
|---|
name | string | No* | GameObject name |
instanceId | int | No* | Instance ID |
path | string | No* | Hierarchy path |
componentType | string | Yes | Component type |
propertyPath | string | Yes | SerializedProperty path, e.g. items.Array.data[0] |
value | string | Cond. | Primitive/vector/color/enum value |
referenceName | string | No | Scene object name for ObjectReference |
referenceInstanceId | int | No | Scene object instance ID for ObjectReference |
referencePath | string | No | Scene object path for ObjectReference |
assetPath | string | No | Project asset path for ObjectReference |
objectType | string | No | Expected object/component type for references |
Provide value for scalar properties, or a scene/project reference for ObjectReference fields.
Returns: {success, gameObject, component, propertyPath, valueSet}
Batch Skills
component_add_batch
Add components to multiple objects.
| 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, gameObject, componentType, added}]}
unity_skills.call_skill("component_add_batch", items=[
{"name": "Enemy1", "componentType": "Rigidbody"},
{"name": "Enemy2", "componentType": "Rigidbody"},
{"name": "Enemy3", "componentType": "Rigidbody"}
])
component_remove_batch
Remove components from multiple objects.
| 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, gameObject, componentType, removed}]}
unity_skills.call_skill("component_remove_batch", items=[
{"instanceId": 12345, "componentType": "BoxCollider"},
{"instanceId": 12346, "componentType": "BoxCollider"}
])
component_set_property_batch
Set properties on multiple objects.
| 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, gameObject, componentType, property, oldValue, newValue}]}
unity_skills.call_skill("component_set_property_batch", items=[
{"name": "Enemy1", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0},
{"name": "Enemy2", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0}
])
component_set_serialized_property_batch
Set Inspector serialized properties on multiple components.
| Parameter | Type | Required | Default | Description |
|---|
items | json string | Yes | - | JSON array of per-item objects |
Item properties: name, instanceId, path, componentType, propertyPath, value, referenceName, referenceInstanceId, referencePath, assetPath, objectType
Returns: {success, totalItems, successCount, failCount, results}
Common Component Types
Physics
| Type | Description |
|---|
Rigidbody | Physics simulation |
BoxCollider | Box collision |
SphereCollider | Sphere collision |
CapsuleCollider | Capsule collision |
MeshCollider | Mesh-based collision |
CharacterController | Character movement |
Rendering
| Type | Description |
|---|
MeshRenderer | Render meshes |
SkinnedMeshRenderer | Animated meshes |
SpriteRenderer | 2D sprites |
LineRenderer | Draw lines |
TrailRenderer | Motion trails |
Audio
| Type | Description |
|---|
AudioSource | Play sounds |
AudioListener | Receive audio |
UI
| Type | Description |
|---|
Canvas | UI container |
Image | UI images |
Text | UI text (legacy) |
Button | Clickable button |
Example: Efficient Physics Setup
import unity_skills
unity_skills.call_skill("component_add", name="Box1", componentType="Rigidbody")
unity_skills.call_skill("component_add", name="Box2", componentType="Rigidbody")
unity_skills.call_skill("component_add", name="Box3", componentType="Rigidbody")
unity_skills.call_skill("component_set_property", name="Box1", componentType="Rigidbody", propertyName="mass", value=2.0)
unity_skills.call_skill("component_set_property", name="Box2", componentType="Rigidbody", propertyName="mass", value=2.0)
unity_skills.call_skill("component_set_property", name="Box3", componentType="Rigidbody", propertyName="mass", value=2.0)
unity_skills.call_skill("component_add_batch", items=[
{"name": "Box1", "componentType": "Rigidbody"},
{"name": "Box2", "componentType": "Rigidbody"},
{"name": "Box3", "componentType": "Rigidbody"}
])
unity_skills.call_skill("component_set_property_batch", items=[
{"name": "Box1", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0},
{"name": "Box2", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0},
{"name": "Box3", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0}
])
Best Practices
- Add colliders before Rigidbody for physics
- Use
component_list to verify additions
- Check property names with
component_get_properties first
- Some properties are read-only (will fail to set)
- Use full type names for custom scripts (e.g., "MyNamespace.MyScript")
Additional Skills
component_copy
Copy a component from one GameObject to another.
| Parameter | Type | Required | Default | Description |
|---|
sourceName | string | No* | null | Source GameObject name |
sourceInstanceId | int | No* | 0 | Source Instance ID |
sourcePath | string | No* | null | Source hierarchy path |
targetName | string | No* | null | Target GameObject name |
targetInstanceId | int | No* | 0 | Target Instance ID |
targetPath | string | No* | null | Target hierarchy path |
componentType | string | Yes | - | Component type to copy |
*At least one source identifier and one target identifier required
Returns: { success, source, target, componentType }
component_copy_exact
Copy a component from one GameObject to another and verify serialized Inspector fields match.
| Parameter | Type | Required | Default | Description |
|---|
sourceName | string | No* | null | Source GameObject name |
sourceInstanceId | int | No* | 0 | Source Instance ID |
sourcePath | string | No* | null | Source hierarchy path |
targetName | string | No* | null | Target GameObject name |
targetInstanceId | int | No* | 0 | Target Instance ID |
targetPath | string | No* | null | Target hierarchy path |
componentType | string | Yes | - | Component type to copy |
Returns: { success, source, target, componentType, verified, mismatchCount, mismatches? }
component_set_enabled
Enable or disable a component (Behaviour, Renderer, Collider, etc.).
| Parameter | Type | Required | Default | Description |
|---|
name | string | No* | null | GameObject name |
instanceId | int | No* | 0 | Instance ID |
path | string | No* | null | Hierarchy path |
componentType | string | Yes | - | Component type to enable/disable |
enabled | bool | No | true | Whether to enable or disable |
*At least one identifier required
Returns: { success, gameObject, componentType, enabled }
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.