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
*_batchskills 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_getdo not exist → usecomponent_add(add) andcomponent_get_properties(read)component_finddoes not exist → usecomponent_listto list components on an objectcomponentTypeis case-sensitive —Rigidbodynotrigidbody,BoxCollidernotboxcollider- Custom scripts need exact class name; if namespaced, use
Namespace.ClassName
Routing:
- To create a C# component script → use
scriptmodule'sscript_createfirst, thencomponent_add - To set multiple properties at once → use
component_set_property_batch - To enable/disable a component →
component_set_enabled(notcomponent_set_property)
Object Targeting: All single-object skills accept
name(string),instanceId(int, preferred), andpath(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 objectcomponent_get_properties- Get component property valuescomponent_set_enabled- Enable/disable a component (Behaviour, Renderer, Collider)component_copy- Copy a component from one object to anothercomponent_get_serialized_properties- List Inspector SerializedProperty pathscomponent_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 1 — r, 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 asm_Mass.component_set_property/component_get_propertieswork on the C# API names instead —isKinematic,mass. To convert: drop them_prefix and lowercase the first letter. Feed them_-prefixed path back only tocomponent_set_serialized_property, which expects apropertyPathverbatim. Writingm_IsKinematicthroughcomponent_set_propertyfails 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
valuefor 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
- Add colliders before Rigidbody for physics
- Use
component_listto verify additions - Check property names with
component_get_propertiesfirst - 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.
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. |
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