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unity-component

游戏对象组件管理。当用户想要添加、移除或配置如刚体(Rigidbody)、碰撞体(Collider)、音频源(AudioSource)等组件时使用。触发词:component, add component, rigidbody, collider, audio source, script, 组件, 添加组件, 刚体, 碰撞体.

person作者: jakexiaohubgithub

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Attaching or removing components
  • Copying components between objects
  • Toggling components
  • Reading/writing serialized fields
  • 挂载或移除组件、在对象间复制组件、开关组件、读写序列化字段

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_propertiesSkillMode.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 skillcomponent_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 | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No* | - | GameObject name | | instanceId | int | No* | - | Instance ID | | path | string | No* | - | Hierarchy path | | componentType | string | Yes | - | Component type to remove | | componentIndex | int | No | 0 | Index into the components of that type when 2+ exist on the same object |

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 | | path | string | No* | Hierarchy path | | componentType | string | Yes | Component type | | propertyName | string | Yes | C# property/field name — see the serialized-name note below | | value | string | Cond. | New value (basic types, vectors, colors, enums) — wire format below | | 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.) |

Which of the four value parameters to use — exactly one carries the payload, and they are checked in this order: assetPath first, then referencePath / referenceName, and value only if neither reference form was supplied. So a value sent alongside an assetPath is silently ignored; never send two.

| Use | When the target field is | Example | |---|---|---| | value | a primitive, vector, colour, enum, LayerMask, Rect, Bounds, Quaternion | value="2.5", value="Interpolate" | | referencePath | a scene object, addressed by hierarchy path (unambiguous) | referencePath="Root/Player/Hand" | | referenceName | a scene object, addressed by name (first match wins) | referenceName="Player" | | assetPath | a project asset — Material, Texture, AudioClip, ScriptableObject, Prefab | assetPath="Assets/Materials/Red.mat" |

Wire format of value — multi-component values travel as a comma-separated string: "1,2,3" for a Vector3, "1,0.5,0,1" for an RGBA colour, "0,90,0" for a Quaternion (3 values = Euler, 4 = xyzw). The JSON object form ({"x":1,"y":2,"z":3} / {"r":1,"g":0,"b":0,"a":1}) is accepted only for Vector2/Vector3/Vector4 and Color/Color32, and every component is required: {"y":2} for a Vector3 is rejected naming the missing x, z rather than silently zeroing them. The one optional key is a colour's a, which defaults to 1r, g, b are required. An explicit null counts as not supplied, so it fails the same way for a required key. An unrecognised key is rejected with the list of keys that were expected, and a non-numeric value is rejected naming the offending key. Vector2Int/Vector3Int, Quaternion, Rect and Bounds take the comma-separated string only — a JSON object for those fails. Colours additionally accept #RRGGBB / #RRGGBBAA hex and ten names: red, green, blue, white, black, yellow, cyan, magenta, gray/grey, clear. Enums take the member name, case-insensitively. Bools accept true/1/yes/on.

# float / int / bool / string
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)

# Vector3
call_skill("component_set_property", name="Obj", componentType="Transform", propertyName="localPosition",
           value="1,2,3")

# Color — comma string, hex, or a name
call_skill("component_set_property", name="Obj", componentType="Light", propertyName="color", value="1,0.5,0,1")
call_skill("component_set_property", name="Obj", componentType="Light", propertyName="color", value="#FF8000")

# Enum (member name)
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}

The names here are not the names you write with. This skill reads Unity's serialized backing fields, so a Rigidbody's kinematic flag comes back as m_IsKinematic, its mass as m_Mass. component_set_property / component_get_properties work on the C# API names instead — isKinematic, mass. To convert: drop the m_ prefix and lowercase the first letter. Feed the m_-prefixed path back only to component_set_serialized_property, which expects a propertyPath verbatim. Writing m_IsKinematic through component_set_property fails with "Property/field not found" (and the error lists the available 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

# BAD: 6 API calls
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)

# GOOD: 2 API calls
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

  1. Add colliders before Rigidbody for physics
  2. Use component_list to verify additions
  3. Check property names with component_get_properties first
  4. Some properties are read-only (will fail to set)
  5. 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.

Common Errors

Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md

| Error | Trigger | Fix | |---|---|---| | TARGET_NOT_FOUND | The GameObject, component type, component instance, property/field, or asset reference could not be located. | List components with component_list, resolve asset paths with asset_find, or verify the object with gameobject_find / scene_get_hierarchy. | | MISSING_PARAM | A required parameter is missing, such as componentType in component_add or componentType/propertyName in component_set_property. | Provide the missing parameter; use mode=dryRun to preview the required arguments. | | SEMANTIC_INVALID | A value is out of range or otherwise invalid, such as a componentIndex that exceeds the available components. | Adjust the value to fit the valid range or enum described in the error message. | | SKILL_ERROR | A runtime constraint blocked the operation, such as a read-only property or a component that cannot be removed because it is required. | Read the error message, resolve the underlying constraint (e.g., choose a writable property), then retry. |