unity-gameobject
Installation
SKILL.md
Unity GameObject Skills
Create, find, parent and transform scene objects. Parameters come from the schema (recommend includeSchema=true or /skills/schema?names=), which notes the non-obvious ones — never from a skill's name. Execution, dryRun and verification rules: root SKILL.md.
When to use
- Building or restructuring scene hierarchy
- Spawning or removing objects
- Adjusting transforms
Rules
- Identifiers:
entityId(string, any Unity; the only id on 6000.4+, whereinstanceIdreads0),instanceId(int, older Unity),path("Parent/Child", case-insensitive, optional scene-name prefix),name. Give at least one; precedenceentityId > instanceId > path > name. An id that names nothing isTARGET_NOT_FOUND(it may be stale), never a fallback; a missed path falls back toname. - Name matching: an exact name wins (the top-most in the Hierarchy when several share it, inactive too; Prefab Mode only by id); otherwise a single whole-word or substring match is used. Several fuzzy matches return
TARGET_NOT_FOUNDwithcandidates(path+entityIdeach) instead of guessing. Non-exact resolutions are listed in top-levelresolutionNotes. - Spaces:
gameobject_createx/y/zandrotX/Y/Zare local to the parent unlessspace:"world"(applied after parenting).gameobject_set_transformposX/Y/ZandrotX/Y/Zare world,localPosX/Y/Zlocal; it applies world position, then local position, then rotation, then scale, so local wins on a shared axis and omitted axes keep their value.scaleX/Y/Zis alwayslocalScale. RectTransform fields (anchor*,pivot*,sizeDelta*,width/height) are UI-only. - Read-back: create, set_transform and their batches return the Transform read back —
position(world),localPosition,rotation(world euler, 0–360),scale(local), asgameobject_get_inforeports them; no follow-up read needed. - Batches (
items= JSON array): all-or-nothing. One failed item reverts the whole call (rolledBack:true, the other itemsreverted:true, errorSEMANTIC_INVALID); fix the failed items and resend all. Unknown item keys are ignored and named inwarnings. Items take the single skill's identifiers and fields;gameobject_create_batchitems may parent to an item created earlier in the same call.