Agent skill

Gameobject Component Get

by IvanMurzak in IvanMurzak/Unity-MCP

Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties.

Apache-2.0Auto-check passedGame Development

Install Gameobject Component Get

skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-get -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install IvanMurzak/Unity-MCP gameobject-component-get --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/IvanMurzak/Unity-MCP.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Unity-MCP-Plugin/.claude/skills/gameobject-component-get .claude/skills/gameobject-component-get && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
gameobject-component-get
GitHub stars
4.4k
Token cost
~3.3k tokens
SKILL.md length
363 words
Files
1
Skills in repo
80
Repo updated
First seen
Licence
Apache-2.0

At a glance

Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties.

  • Game Development work in your project
  • SKILL.md covers Inputs, Path-scoped reads (token-saving), Path syntax and How to Call, plus 2 more sections
  • Calls npm and npx

What it does

Gameobject Component Get is an agent skill from IvanMurzak/Unity-MCP. Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via paths or viewQuery. Use 'gameobject-find' to list components first.

Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. It works with Model Context Protocol. The repository describes itself as: AI Skills, MCP Tools, and CLI for Unity Engine. Full AI develop and test loop. Use cli for quick setup. Efficient token usage, advanced tools. Any C method may be turned into a… The licence is Apache-2.0.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “gameobject-find”
  • “/gameobject-component-get”

Requirements

  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit 4c8056f. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npm
    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npm and npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Gameobject Component Get loads about 3.3k tokens when it runs. Until then it costs about 71 tokens; SKILL.md has 363 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~71
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from IvanMurzak/Unity-MCP at commit 4c8056f, republished under its Apache-2.0 licence (© IvanMurzak). 363 words, ~3,281 tokens.

Download SKILL.mdSave it as .claude/skills/gameobject-component-get/SKILL.md (or your agent's skills folder).
name
gameobject-component-get
description
Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first.

GameObject / Component / Get

Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject.

Inputs

  • gameObjectRef — the host GameObject.
  • componentRef — the specific component to inspect (matched by index or instance ID).
  • includeFields (default true) — populate the legacy Fields list.
  • includeProperties (default true) — populate the legacy Properties list.
  • deepSerialization (default false) — when populating legacy lists, recurse into nested members.

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. The result is returned in the View field of the response, and the legacy Fields/Properties lists are skipped. These two parameters are mutually exclusive — supply at most one.

Path syntax

fieldName, nested/field, arrayField/[i], dictField/[key]. Leading #/ is stripped.

How to Call

bash
unity-mcp-cli run-tool gameobject-component-get --input '{
  "gameObjectRef": "string_value",
  "componentRef": "string_value",
  "includeFields": false,
  "includeProperties": false,
  "deepSerialization": false,
  "paths": "string_value",
  "viewQuery": "string_value"
}'

For complex input (multi-line strings, code), save the JSON to a file and use:

bash
unity-mcp-cli run-tool gameobject-component-get --input-file args.json

Or pipe via stdin (recommended):

bash
unity-mcp-cli run-tool gameobject-component-get --input-file - <<'EOF'
{"param": "value"}
EOF
Troubleshooting

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.

Show full SKILL.md (136 more words)Show less

Input

NameTypeRequiredDescription
gameObjectRefanyYesFind GameObject in opened Prefab or in the active Scene.
componentRefanyYesComponent reference. Used to find a Component at GameObject.
includeFieldsbooleanNoInclude serialized fields of the component.
includePropertiesbooleanNoInclude serialized properties of the component.
deepSerializationbooleanNoPerforms deep serialization including all nested objects. Otherwise, only serializes top-level members.
pathsanyNoOptional. List of paths to read individually via Reflector.TryReadAt. When supplied, the legacy 'Fields'/'Properties' lists are skipped and the result is returned in 'View'. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Mutually exclusive with 'viewQuery'.
viewQueryanyNoOptional. View-query filter routed through Reflector.View. When supplied, the legacy 'Fields'/'Properties' lists are skipped and the filtered subtree is returned in 'View'. Mutually exclusive with 'paths'.
Input JSON Schema
json
{
  "type": "object",
  "properties": {
    "gameObjectRef": {
      "$ref": "#/$defs/AIGD.GameObjectRef"
    },
    "componentRef": {
      "$ref": "#/$defs/AIGD.ComponentRef"
    },
    "includeFields": {
      "type": "boolean"
    },
    "includeProperties": {
      "type": "boolean"
    },
    "deepSerialization": {
      "type": "boolean"
    },
    "paths": {
      "$ref": "#/$defs/System.Collections.Generic.List(System.String)"
    },
    "viewQuery": {
      "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.ViewQuery"
    }
  },
  "$defs": {
    "System.Type": {
      "type": "string"
    },
    "AIGD.GameObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
        },
        "path": {
          "type": "string",
          "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
        },
        "name": {
          "type": "string",
          "description": "Name of a GameObject in hierarchy. Priority: 3."
        },
        "assetType": {
          "$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."
    },
    "AIGD.ComponentRef": {
      "type": "object",
      "properties": {
        "index": {
          "type": "integer",
          "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
        },
        "typeName": {
          "type": "string",
          "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null."
        },
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
        }
      },
      "required": [
        "index",
        "instanceID"
      ],
      "description": "Component reference. Used to find a Component at GameObject."
    },
    "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",
    "componentRef"
  ]
}

Output

Output JSON Schema
json
{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/AIGD.GetComponentResponse"
    }
  },
  "$defs": {
    "AIGD.ComponentRef": {
      "type": "object",
      "properties": {
        "index": {
          "type": "integer",
          "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
        },
        "typeName": {
          "type": "string",
          "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null."
        },
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
        }
      },
      "required": [
        "index",
        "instanceID"
      ],
      "description": "Component reference. Used to find a Component at GameObject."
    },
    "AIGD.ComponentDataShallow": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer"
        },
        "typeName": {
          "type": "string"
        },
        "isEnabled": {
          "type": "string",
          "enum": [
            "False",
            "True",
            "NA"
          ]
        }
      },
      "required": [
        "instanceID",
        "isEnabled"
      ]
    },
    "System.Collections.Generic.List(com.IvanMurzak.ReflectorNet.Model.SerializedMember)": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
      }
    },
    "com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
      "type": "object",
      "properties": {
        "typeName": {
          "type": "string",
          "description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
        },
        "name": {
          "type": "string",
          "description": "Object name."
        },
        "value": {
          "description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
        },
        "fields": {
          "type": "array",
          "items": {
            "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
            "description": "Nested field value."
          },
          "description": "Fields of the object, serialized as a list of 'SerializedMember'."
        },
        "props": {
          "type": "array",
          "items": {
            "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
            "description": "Nested property value."
          },
          "description": "Properties of the object, serialized as a list of 'SerializedMember'."
        }
      },
      "required": [
        "typeName"
      ],
      "additionalProperties": false
    },
    "com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
      }
    },
    "AIGD.GetComponentResponse": {
      "type": "object",
      "properties": {
        "Reference": {
          "$ref": "#/$defs/AIGD.ComponentRef",
          "description": "Reference to the component for future operations."
        },
        "Index": {
          "type": "integer",
          "description": "Index of the component in the GameObject's component list."
        },
        "Component": {
          "$ref": "#/$defs/AIGD.ComponentDataShallow",
          "description": "Basic component information (type, enabled state)."
        },
        "Fields": {
          "$ref": "#/$defs/System.Collections.Generic.List(com.IvanMurzak.ReflectorNet.Model.SerializedMember)",
          "description": "Serialized fields of the component. Populated only on the legacy code path (no 'paths' / no 'viewQuery')."
        },
        "Properties": {
          "$ref": "#/$defs/System.Collections.Generic.List(com.IvanMurzak.ReflectorNet.Model.SerializedMember)",
          "description": "Serialized properties of the component. Populated only on the legacy code path (no 'paths' / no 'viewQuery')."
        },
        "View": {
          "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
          "description": "Path-scoped read or view-query result, populated when 'paths' or 'viewQuery' was supplied. Null otherwise."
        }
      },
      "required": [
        "Index"
      ]
    }
  },
  "required": [
    "result"
  ]
}

© IvanMurzak, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in Unity-MCP-Plugin/.claude/skills/gameobject-component-get of IvanMurzak/Unity-MCP.

Open the folder on GitHubat commit 4c8056f

Compare with similar skills

Gameobject Component Get next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Questions about Gameobject Component Get

What does Gameobject Component Get do?

Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Gameobject Component Get is an agent skill from IvanMurzak/Unity-MCP. Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties.

When should I use Gameobject Component Get?

Gameobject Component Get fits situations like: game Development work in your project.

How do I install Gameobject Component Get in Claude Code?

Run `npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-get -a claude-code`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/gameobject-component-get in IvanMurzak/Unity-MCP) into .claude/skills/gameobject-component-get in your project. Claude Code loads it when a task matches its description.

How do I install Gameobject Component Get in Codex?

Run `npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-get -a codex`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/gameobject-component-get in IvanMurzak/Unity-MCP) into .agents/skills/gameobject-component-get in your project. Codex loads it when a task matches its description.

Can I use Gameobject Component Get in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-get -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gameobject-component-get, .gemini/skills/gameobject-component-get, .github/skills/gameobject-component-get and .opencode/skills/gameobject-component-get in your project.

What does Gameobject Component Get need to run?

Going by SKILL.md and its folder, Gameobject Component Get needs the command-line tools its instructions call (npm and npx). Our summary lists: Node.js.

Does Gameobject Component Get access the network?

SKILL.md contains no URLs. Its commands use npm and npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Gameobject Component Get safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Gameobject Component Get use?

Gameobject Component Get is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Gameobject Component Get use?

About 3.3k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Gameobject Component Get?

Skills that share tags, products or a category with Gameobject Component Get: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 495 stars), Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars) and Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Gameobject Component Get?

IvanMurzak (a GitHub user) maintains it in IvanMurzak/Unity-MCP, which has 4,405 GitHub stars. The repository holds 80 skills in this directory. The repository was last updated on October 4, 2026.

Source: IvanMurzak/Unity-MCP on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.