Triggers
- Building or restructuring scene hierarchy
- Spawning or removing objects
- Adjusting transforms
- 搭建或调整场景层级、新建或删除物体、修改 Transform
Unity GameObject Skills
BATCH-FIRST: Use
*_batchskills when operating on 2+ objects to reduce API calls from N to 1.
Operating Mode
- Approval: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
entityId(string, Unity 6000.4+ preferred — returned by all object skills),name(string),instanceId(int, Unity < 6000.4 preferred), andpath(string, hierarchy path like "Parent/Child"). Provide at least one. Priority:entityId > instanceId > path > name. On Unity 6000.4+ useentityId—instanceIdis reported as0. When onlynameis shown in a parameter table,entityId,instanceId, andpathare 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) |
| parentEntityId | string | No | null | Parent entityId (Unity 6000.4+, preferred) |
| parentName | string | No | null | Parent object name |
| parentInstanceId | int | No | 0 | Parent instance ID |
| parentPath | string | No | null | Parent hierarchy path |
Returns: {success, name, entityId, instanceId, path, parent, position}
gameobject_delete
Delete a GameObject.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |
| name | string | No* | Object name |
| instanceId | int | No* | Instance ID |
| path | string | No* | Hierarchy path |
*At least one identifier required
gameobject_duplicate
Duplicate a GameObject.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |
| name | string | No* | Object name |
| instanceId | int | No* | Instance ID |
| path | string | No* | Hierarchy path |
Returns: {originalName, copyName, copyEntityId, copyInstanceId, copyPath}
gameobject_rename
Rename a GameObject.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |
| name | string | No* | Current object name |
| instanceId | int | No* | Instance ID |
| newName | string | Yes | New name |
Returns: {success, oldName, newName, entityId, 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, entityId, instanceId, path, tag, layer, position}]}
gameobject_get_info
Get detailed GameObject information.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |
| name | string | No* | Object name |
| instanceId | int | No* | Instance ID |
| path | string | No* | Hierarchy path |
Returns: {name, entityId, instanceId, path, tag, layer, active, position, rotation, scale, parent, parentPath, childCount, children: [{name, entityId, instanceId, path}], components}
gameobject_set_transform
Set position, rotation, and/or scale. Supports world / local / RectTransform spaces.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |
| name | string | No* | Object name |
| instanceId | int | No* | Instance ID |
| 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 |
|-----------|------|----------|-------------|
| childEntityId | string | No* | Child entity ID (Unity 6000.4+, preferred) |
| childName | string | No* | Child object name |
| childInstanceId | int | No* | Child instance ID |
| childPath | string | No* | Child hierarchy path |
| parentEntityId | string | No* | Parent entity ID (Unity 6000.4+, preferred) |
| 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 required; omit all parent identifiers to unparent
Returns: {success, child, childEntityId, parent, parentEntityId, newPath}
gameobject_set_active
Enable or disable a GameObject.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |
| name | string | No* | Object name |
| instanceId | int | No* | Instance ID |
| path | string | No* | Hierarchy path |
| active | bool | Yes | Enable state |
*At least one identifier required
Returns: {success, name, entityId, active}
gameobject_set_sibling_index
Set a GameObject's sibling index — its position among its parent's children, or among the scene's root objects when unparented. index is clamped into the valid range (clamped: true reports it).
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| entityId | string | No* | Entity ID (Unity 6000.4+, preferred) |
| name | string | No* | Object name |
| instanceId | int | No* | Instance ID |
| path | string | No* | Hierarchy path |
| index | int | Yes | Target sibling index (0 = first) |
*At least one identifier required
Returns: {success, name, entityId, path, parent, previousIndex, index, clamped}
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, parentEntityId, 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:
entityId/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 (entityId / 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 childEntityId/childName/childInstanceId/childPath and parentEntityId/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 (entityId / 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 (entityId / 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.
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