Agent skill

Gameobject Modify

by IvanMurzak in IvanMurzak/Unity-MCP

Modify GameObject fields and properties in opened Prefab or in a Scene.

Apache-2.0Auto-check passedGame Development

Install Gameobject Modify

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

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

GitHub CLI
$ gh skill install IvanMurzak/Unity-MCP gameobject-modify --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-modify .claude/skills/gameobject-modify && 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-modify
GitHub stars
4.4k
Token cost
~2.3k tokens
SKILL.md length
330 words
Files
1
Skills in repo
80
Repo updated
First seen
Licence
Apache-2.0

At a glance

Modify GameObject fields and properties in opened Prefab or in a Scene.

  • Works in 3 steps: gameObjectDiffs — full SerializedMember… → pathPatchesPerGameObject — list of… → jsonPatchesPerGameObject — JSON Merge…
  • 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 Modify is an agent skill from IvanMurzak/Unity-MCP. Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject) — see the skill body for details.

Its SKILL.md is about 2.3k 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-modify”

Requirements

  • Node.js

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. gameObjectDiffs — full SerializedMember diff per GameObject (legacy, backwards compatible).
  2. pathPatchesPerGameObject — list of {path, value} patches per GameObject routed through Reflector.TryModifyAt; atomic per-path modification.
  3. jsonPatchesPerGameObject — JSON Merge Patch per GameObject routed through Reflector.TryPatch.

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 Modify loads about 2.3k tokens when it runs. Until then it costs about 95 tokens; SKILL.md has 330 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~95
When it runs · the whole SKILL.md, loaded when a task matches
~2.3k

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). 330 words, ~2,310 tokens.

Download SKILL.mdSave it as .claude/skills/gameobject-modify/SKILL.md (or your agent's skills folder).
name
gameobject-modify
description
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject, jsonPatchesPerGameObject) — see the skill body for details.

GameObject / Modify

Three modification surfaces

Per GameObject — parallel arrays must have the same length as gameObjectRefs:

  1. gameObjectDiffs — full SerializedMember diff per GameObject (legacy, backwards compatible).
  2. pathPatchesPerGameObject — list of {path, value} patches per GameObject routed through Reflector.TryModifyAt; atomic per-path modification.
  3. jsonPatchesPerGameObject — JSON Merge Patch per GameObject routed through Reflector.TryPatch.

When more than one is supplied for the same GameObject they run in this order: jsonPatch → pathPatches → diff. At least one of the three is required.

Path syntax

fieldName, nested/field, arrayField/[i], dictField/[key].

How to Call

bash
unity-mcp-cli run-tool gameobject-modify --input '{
  "gameObjectRefs": "string_value",
  "gameObjectDiffs": "string_value",
  "pathPatchesPerGameObject": "string_value",
  "jsonPatchesPerGameObject": "string_value"
}'

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

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

Or pipe via stdin (recommended):

bash
unity-mcp-cli run-tool gameobject-modify --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.

Input

NameTypeRequiredDescription
gameObjectRefsanyYesArray of GameObjects in opened Prefab or in the active Scene.
gameObjectDiffsanyNoOptional. Each item in the array represents a GameObject modification of the 'gameObjectRefs' at the same index. Usually a GameObject is a container for components. Each component may have fields and properties for modification. If you need to modify components of a GameObject, please use 'gameobject-component-modify' tool. Ignore values that should not be modified. Any unknown or wrong located fields and properties will be ignored. Check the result of this command to see what was changed. The ignored fields and properties will be listed.
pathPatchesPerGameObjectanyNoOptional. Per-GameObject list of path-scoped patches routed through Reflector.TryModifyAt. Outer index aligns with 'gameObjectRefs'; inner list contains {path, value} entries. Pass null or omit for GameObjects that should not receive path patches.
jsonPatchesPerGameObjectanyNoOptional. Per-GameObject JSON Merge Patch (RFC 7396, extended with [i]/[key] keys) routed through Reflector.TryPatch. Outer index aligns with 'gameObjectRefs'. Pass null or omit for GameObjects that should not receive a JSON patch.
Input JSON Schema
json
{
  "type": "object",
  "properties": {
    "gameObjectRefs": {
      "$ref": "#/$defs/AIGD.GameObjectRefList"
    },
    "gameObjectDiffs": {
      "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMemberList"
    },
    "pathPatchesPerGameObject": {
      "$ref": "#/$defs/System.Collections.Generic.List(System.Collections.Generic.List(AIGD.PathPatch))"
    },
    "jsonPatchesPerGameObject": {
      "$ref": "#/$defs/System.Collections.Generic.List(System.String)"
    }
  },
  "$defs": {
    "AIGD.GameObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
        },
        "path": {
          "type": "string",
          "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
        },
        "name": {
          "type": "string",
          "description": "Name of a GameObject in hierarchy. Priority: 3."
        },
        "assetType": {
          "$ref": "#/$defs/System.Type",
          "description": "Type of the asset."
        },
        "assetPath": {
          "type": "string",
          "description": "Path to the asset within the project. Starts with 'Assets/'"
        },
        "assetGuid": {
          "type": "string",
          "description": "Unique identifier for the asset."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Find GameObject in opened Prefab or in the active Scene."
    },
    "System.Type": {
      "type": "string"
    },
    "AIGD.GameObjectRefList": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.GameObjectRef",
        "description": "Find GameObject in opened Prefab or in the active Scene."
      },
      "description": "Array of GameObjects in opened Prefab or in the active Scene."
    },
    "com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
      "type": "array",
      "items": {
        "$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": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
            "description": "Nested property value."
          },
          "description": "Properties of the object, serialized as a list of 'SerializedMember'."
        }
      },
      "required": [
        "typeName"
      ],
      "additionalProperties": false
    },
    "System.Collections.Generic.List(AIGD.PathPatch)": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.PathPatch"
      }
    },
    "AIGD.PathPatch": {
      "type": "object",
      "properties": {
        "Path": {
          "type": "string",
          "description": "Slash-delimited path to the target field/element/entry. Plain segment navigates a field or property (e.g. 'admin' or 'admin/name'). Use '[i]' for array/list index (e.g. 'planets/[0]/orbitRadius'). Use '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Required."
        },
        "Value": {
          "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
          "description": "The new value to write at the path. Use the standard SerializedMember envelope: 'typeName' + 'value' for primitives, or nested 'fields'/'props' for complex types. Required — omitting it overwrites the target with a default empty SerializedMember."
        }
      }
    },
    "System.Collections.Generic.List(System.Collections.Generic.List(AIGD.PathPatch))": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/System.Collections.Generic.List(AIGD.PathPatch)"
      }
    },
    "System.Collections.Generic.List(System.String)": {
      "type": "array",
      "items": {
        "type": "string"
      }
    }
  },
  "required": [
    "gameObjectRefs"
  ]
}

Output

Output JSON Schema
json
{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.Logs"
    }
  },
  "$defs": {
    "com.IvanMurzak.ReflectorNet.Model.LogEntry": {
      "type": "object",
      "properties": {
        "Depth": {
          "type": "integer"
        },
        "Message": {
          "type": "string"
        },
        "Type": {
          "type": "string",
          "enum": [
            "Trace",
            "Debug",
            "Info",
            "Success",
            "Warning",
            "Error",
            "Critical"
          ]
        }
      },
      "required": [
        "Depth",
        "Type"
      ]
    },
    "com.IvanMurzak.ReflectorNet.Model.Logs": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.LogEntry"
      }
    }
  },
  "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-modify of IvanMurzak/Unity-MCP.

Open the folder on GitHubat commit 4c8056f

Compare with similar skills

Gameobject 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 Modify compared with similar skills
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Blockbench Pluginsjasonjgardner/blockbench-mcp-plugin491—~2.8kAutomated safety check: PassGPL-3.0
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills275—~4kAutomated safety check: PassMIT

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Questions about Gameobject Modify

What does Gameobject Modify do?

Modify GameObject fields and properties in opened Prefab or in a Scene. Gameobject Modify is an agent skill from IvanMurzak/Unity-MCP. Modify GameObject fields and properties in opened Prefab or in a Scene.

When should I use Gameobject Modify?

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

How do I install Gameobject Modify in Claude Code?

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

How do I install Gameobject Modify in Codex?

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

Can I use Gameobject 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-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-modify, .gemini/skills/gameobject-modify, .github/skills/gameobject-modify and .opencode/skills/gameobject-modify in your project.

What does Gameobject Modify need to run?

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

Does Gameobject 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 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 Modify use?

Gameobject 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 Modify use?

About 2.3k tokens (SKILL.md is roughly 9.2k 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 Modify?

Skills that share tags, products or a category with Gameobject Modify: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Multi Account Isolation (antibrow/anti-detect-browser-skills, 932 stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 491 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 Modify?

IvanMurzak (a GitHub user) maintains it in IvanMurzak/Unity-MCP, which has 4,398 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.