Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.
Instrucciones de origen · Vista previa de solo lectura
name
gameobject-find
description
Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.
GameObject / Find
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.
Toggles (all default false to keep responses small)
includeData — full editable GameObject data (tag, layer, etc.).
hierarchyDepth (default 0) — depth of the hierarchy to include. 0 = target only, 1 = one layer below, etc.
Path-scoped reads (token-saving)
Supply paths (a list of paths) to read only the listed fields/elements via Reflector.TryReadAt, or viewQuery (a ViewQuery) to navigate to a subtree and/or filter by name regex / max depth / type via Reflector.View. When either is supplied, the result populates Data on the returned GameObjectData and overrides includeData (which would otherwise produce a full recursive serialization). These two parameters are mutually exclusive — supply at most one.
Path syntax
fieldName, nested/field, arrayField/[i], dictField/[key]. Leading #/ is stripped.
If unity-mcp-cli is not found, either install it globally (npm install -g unity-mcp-cli) or use npx unity-mcp-cli instead.
Read the /unity-initial-setup skill for detailed installation instructions.
Input
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.
paths
any
No
Optional. List of paths to read individually via Reflector.TryReadAt. When supplied, replaces 'includeData'-style full serialization with a path-scoped aggregate. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Mutually exclusive with 'viewQuery'.
viewQuery
any
No
Optional. View-query filter routed through Reflector.View. When supplied, replaces 'includeData'-style full serialization with the filtered subtree. Mutually exclusive with 'paths'.
{"type":"object","properties":{"result":{"$ref":"#/$defs/AIGD.GameObjectData"}},"$defs":{"AIGD.GameObjectRef":{"type":"object","properties":{"instanceID":{"type":"integer","description":"instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"},"path":{"type":"string","description":"Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
"instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
}
,
"path"
:
{
"type"
:
"string"
,
"description"
:
"Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
}
,
"name"
:
{
"type"
:
"string"
,
"description"
:
"Name of a GameObject in hierarchy. Priority: 3."
}
,
"assetType"
:
{
"$ref"
:
"#/$defs/System.Type"
,
"description"
:
"Type of the asset."
}
,
"assetPath"
:
{
"type"
:
"string"
,
"description"
:
"Path to the asset within the project. Starts with 'Assets/'"
}
,
"assetGuid"
:
{
"type"
:
"string"
,
"description"
:
"Unique identifier for the asset."
}
}
,
"required"
:
[
"instanceID"
]
,
"description"
:
"Find GameObject in opened Prefab or in the active Scene."
}
,
"System.Collections.Generic.List(System.String)"
:
{
"type"
:
"array"
,
"items"
:
{
"type"
:
"string"
}
}
,
"com.IvanMurzak.ReflectorNet.Model.ViewQuery"
:
{
"type"
:
"object"
,
"properties"
:
{
"Path"
:
{
"type"
:
"string"
,
"description"
:
"Navigate to this path first, then serialize only that subtree. Path segments are separated by '/'. Use '[i]' for array/list index (e.g. 'users/[2]/name') and '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Examples: 'admin/name', 'users/[0]/email', 'config/[timeout]'. Leave null to start from the root object."
}
,
"NamePattern"
:
{
"type"
:
"string"
,
"description"
:
"Case-insensitive .NET regex pattern matched against field and property names. Only branches containing at least one match are kept in the result tree. Examples: 'orbitRadius' (exact name), 'orbit.*' (prefix match), 'radius|speed' (either name). When nothing matches, the root envelope is returned with empty fields/props. Leave null to return all fields and properties without filtering."
}
,
"MaxDepth"
:
{
"type"
:
"integer"
,
"description"
:
"Maximum nesting depth of the returned serialized tree. 0 = root type name and value only — no nested fields or properties. 1 = one level of fields/props visible, their children stripped. 2 = two levels visible, and so on. Leave null (default) for unlimited depth."
}
,
"TypeFilter"
:
{
"$ref"
:
"#/$defs/System.Type"
,
"description"
:
"When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type."
}
}
}
}
,
"required"
:
[
"gameObjectRef"
]
}
}
,
"name"
:
{
"type"
:
"string"
,
"description"
:
"Name of a GameObject in hierarchy. Priority: 3."
}
,
"assetType"
:
{
"$ref"
:
"#/$defs/System.Type"
,
"description"
:
"Type of the asset."
}
,
"assetPath"
:
{
"type"
:
"string"
,
"description"
:
"Path to the asset within the project. Starts with 'Assets/'"
}
,
"assetGuid"
:
{
"type"
:
"string"
,
"description"
:
"Unique identifier for the asset."
}
}
,
"required"
:
[
"instanceID"
]
,
"description"
:
"Find GameObject in opened Prefab or in the active Scene."
"Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', 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."