| name | unity-gameobject |
| 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. |
Unity GameObject Skills
BATCH-FIRST: Use *_batch skills 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_scale do not exist → use gameobject_set_transform (handles position, rotation, and scale together)
gameobject_set_position does not exist → use gameobject_set_transform with posX/posY/posZ
gameobject_add_component does not exist → use component_add (component module)
gameobject_get_transform does not exist → use gameobject_get_info (returns position/rotation/scale)
Routing:
- To add/remove components → use
component module
- To set material/color → use
material module
- To search objects by name/tag/component →
gameobject_find (this module) or scene_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 only name is shown in a parameter table, instanceId and path are 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/component
gameobject_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}]}
unity_skills.call_skill("gameobject_delete_batch", items=["Cube1", "Cube2", "Cube3"])
unity_skills.call_skill("gameobject_delete_batch", items=[
{"instanceId": 12345},
{"instanceId": 12346}
])
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
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.