Install the "gameobject-component-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/gameobject-component-modify into .claude/skills/gameobject-component-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameobject-component-modify", then confirm the skill loads.
Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Type this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-modify -a codex
Project install goes to .agents/skills/; add -g for ~/.codex/skills/.
Install the "gameobject-component-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/gameobject-component-modify into .agents/skills/gameobject-component-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameobject-component-modify", then confirm the skill loads.
Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-modify -a cursor
Project install goes to .agents/skills/; add -g for ~/.cursor/skills/.
Install the "gameobject-component-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/gameobject-component-modify into .cursor/skills/gameobject-component-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameobject-component-modify", then confirm the skill loads.
Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-modify -a gemini-cli
Project install goes to .agents/skills/; add -g for ~/.gemini/skills/.
Install the "gameobject-component-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/gameobject-component-modify into .gemini/skills/gameobject-component-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameobject-component-modify", then confirm the skill loads.
Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Installs for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-modify -a github-copilot
Project install goes to .agents/skills/; add -g for ~/.copilot/skills/.
Install the "gameobject-component-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/gameobject-component-modify into .github/skills/gameobject-component-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameobject-component-modify", then confirm the skill loads.
GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-modify -a opencode
OpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
Install the "gameobject-component-modify" agent skill from https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/gameobject-component-modify into .opencode/skills/gameobject-component-modify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameobject-component-modify", then confirm the skill loads.
OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Facts
Skill name
gameobject-component-modify
GitHub stars
4.4k
Token cost
~2.8k tokens
SKILL.md length
292 words
Files
1
Skills in repo
80
Repo updated
First seen
Licence
Apache-2.0
At a glance
Modify a specific Component on a GameObject in opened Prefab or in a Scene.
Works in 3 steps: componentDiff — full SerializedMember… → pathPatches — list of {path, value}… → jsonPatch — a JSON Merge Patch (RFC…
Game Development work in your project
SKILL.md covers Three modification surfaces, Path syntax, How to Call and Input, plus 1 more section
Calls npm and npx
What it does
Gameobject Component Modify is an agent skill from IvanMurzak/Unity-MCP. Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available (componentDiff, pathPatches, jsonPatch) — see the skill body for details.
Its SKILL.md is about 2.8k 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-component-get”
“/gameobject-component-modify”
Requirements
Node.js
Workflow steps
3 steps, taken from the first numbered list in SKILL.md.
1componentDiff — full SerializedMember diff (legacy, backwards compatible).
2pathPatches — list of {path, value} pairs routed through Reflector.TryModifyAt; atomic per-path modification, multiple entries can target…
3jsonPatch — a JSON Merge Patch (RFC 7396, extended with [i]/[key] notation) routed through Reflector.TryPatch; multiple fields at any…
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 Modify loads about 2.8k tokens when it runs. Until then it costs about 103 tokens; SKILL.md has 292 words of instructions outside code blocks.
Always· name and description, kept in context so the agent knows when to use it
~103
When it runs· the whole SKILL.md, loaded when a task matches
~2.8k
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.
Download SKILL.mdSave it as .claude/skills/gameobject-component-modify/SKILL.md (or your agent's skills folder).
name
gameobject-component-modify
description
Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available (componentDiff, pathPatches, jsonPatch) — see the skill body for details.
GameObject / Component / Modify
Three modification surfaces
Use whichever fits the task:
componentDiff — full SerializedMember diff (legacy, backwards compatible).
pathPatches — list of {path, value} pairs routed through Reflector.TryModifyAt; atomic per-path modification, multiple entries can target different depths.
jsonPatch — a JSON Merge Patch (RFC 7396, extended with [i]/[key] notation) routed through Reflector.TryPatch; multiple fields at any depth in a single call.
When more than one is supplied they run in this order: jsonPatch → pathPatches → componentDiff. At least one is required.
Path syntax
fieldName, nested/field, arrayField/[i], dictField/[key]. Leading #/ is stripped.
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.
Input
Name
Type
Required
Description
gameObjectRef
any
Yes
Find GameObject in opened Prefab or in the active Scene.
componentRef
any
Yes
Component reference. Used to find a Component at GameObject.
componentDiff
any
No
Optional. The full component data to apply (legacy path). Should contain 'fields' and/or 'props' with the values to modify.
Only include the fields/properties you want to change.
Any unknown or invalid fields and properties will be reported in the response.
pathPatches
any
No
Optional. List of path-scoped patches routed through Reflector.TryModifyAt. Each entry targets one field/element/entry by path. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'.
jsonPatch
any
No
Optional. JSON Merge Patch (RFC 7396, extended with [i]/[key] keys) routed through Reflector.TryPatch. Allows multiple fields at any depth to be updated in a single call. Use '$type' for compatible-subtype replacement.
Input JSON Schema
json
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"componentRef": {
"$ref": "#/$defs/AIGD.ComponentRef"
},
"componentDiff": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
},
"pathPatches": {
"$ref": "#/$defs/System.Collections.Generic.List(AIGD.PathPatch)"
},
"jsonPatch": {
"anyOf": [
{
"type": "string"
},
{
"type": "object",
"additionalProperties": true
}
]
}
},
"$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."
},
"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
"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
},
"AIGD.PathPatch": {
"type": "object",
"properties": {
"Path": {
"type": "string",
"description": "Slash-delimited path to the target field/element/entry. Plain segment navigates a field or property (e.g. 'admin' or 'admin/name'). Use '[i]' for array/list index (e.g. 'planets/[0]/orbitRadius'). Use '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Required."
},
"Value": {
"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
"description": "The new value to write at the path. Use the standard SerializedMember envelope: 'typeName' + 'value' for primitives, or nested 'fields'/'props' for complex types. Required — omitting it overwrites the target with a default empty SerializedMember."
}
}
},
"System.Collections.Generic.List(AIGD.PathPatch)": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.PathPatch"
}
}
},
"required": [
"gameObjectRef",
"componentRef"
]
}
Output
Output JSON Schema
json
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.ModifyComponentResponse"
}
},
"$defs": {
"AIGD.ComponentRef": {
"type": "object",
"properties": {
"index": {
"type": "integer",
"description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
},
"typeName": {
"type": "string",
"description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null."
},
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"index",
"instanceID"
],
"description": "Component reference. Used to find a Component at GameObject."
},
"AIGD.ComponentDataShallow": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer"
},
"typeName": {
"type": "string"
},
"isEnabled": {
"type": "string",
"enum": [
"False",
"True",
"NA"
]
}
},
"required": [
"instanceID",
"isEnabled"
]
},
"System.String-1": {
"type": "array",
"items": {
"type": "string"
}
},
"AIGD.ModifyComponentResponse": {
"type": "object",
"properties": {
"Success": {
"type": "boolean",
"description": "Whether the modification was successful."
},
"Reference": {
"$ref": "#/$defs/AIGD.ComponentRef",
"description": "Reference to the modified component."
},
"Index": {
"type": "integer",
"description": "Index of the component in the GameObject's component list."
},
"Component": {
"$ref": "#/$defs/AIGD.ComponentDataShallow",
"description": "Updated component information after modification."
},
"Logs": {
"$ref": "#/$defs/System.String-1",
"description": "Log of modifications made and any warnings/errors encountered."
}
},
"required": [
"Success",
"Index"
]
}
},
"required": [
"result"
]
}
Gameobject Component Modify 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.
Gameobject Component Modify compared with similar skills
Skill
Stars
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Repo updated
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Modify a specific Component on a GameObject in opened Prefab or in a Scene. Gameobject Component Modify is an agent skill from IvanMurzak/Unity-MCP. Modify a specific Component on a GameObject in opened Prefab or in a Scene.
When should I use Gameobject Component Modify?
Gameobject Component Modify fits situations like: game Development work in your project.
How do I install Gameobject Component Modify in Claude Code?
Run `npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-modify -a claude-code`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/gameobject-component-modify in IvanMurzak/Unity-MCP) into .claude/skills/gameobject-component-modify in your project. Claude Code loads it when a task matches its description.
How do I install Gameobject Component Modify in Codex?
Run `npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-modify -a codex`. Or copy the skill folder (Unity-MCP-Plugin/.claude/skills/gameobject-component-modify in IvanMurzak/Unity-MCP) into .agents/skills/gameobject-component-modify in your project. Codex loads it when a task matches its description.
Can I use Gameobject Component Modify 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-modify -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-modify, .gemini/skills/gameobject-component-modify, .github/skills/gameobject-component-modify and .opencode/skills/gameobject-component-modify in your project.
What does Gameobject Component Modify need to run?
Going by SKILL.md and its folder, Gameobject Component Modify needs the command-line tools its instructions call (npm and npx). Our summary lists: Node.js.
Does Gameobject Component Modify 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 Modify 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 Modify use?
Gameobject Component Modify 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 Modify use?
About 2.8k tokens (SKILL.md is roughly 11k 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 Modify?
Skills that share tags, products or a category with Gameobject Component Modify: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Multi Account Isolation (antibrow/anti-detect-browser-skills, 914 stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 488 stars) and Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Who maintains Gameobject Component Modify?
IvanMurzak (a GitHub user) maintains it in IvanMurzak/Unity-MCP, which has 4,392 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.