gameobject-find

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Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.

AI & Automation 2,976 stars 277 forks Updated today Apache-2.0

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Skill Content

# GameObject / Find Finds specific GameObject by provided information in opened Prefab or in a Scene. First it looks for the opened Prefab, if any Prefab is opened it looks only there ignoring a scene. If no opened Prefab it looks into current active scene. Returns GameObject information and its children. Also, it returns Components preview just for the target GameObject. ## Toggles (all default `false` to keep responses small) - `includeData` — full editable GameObject data (tag, layer, etc.). - `includeComponents` — attached components references. - `includeBounds` — 3D bounds. - `includeHierarchy` — hierarchy metadata. - `hierarchyDepth` (default 0) — depth of the hierarchy to include. `0` = target only, `1` = one layer below, etc. ## 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`. When either is supplied, the result populates `Data` on the returned `GameObjectData` and overrides `includeData` (which would otherwise produce a full recursive serialization). 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-find --input '{ "gameObjectRef": "string_value", "includeData": false, ...

Details

Author
IvanMurzak
Repository
IvanMurzak/Unity-MCP
Created
1 years ago
Last Updated
today
Language
C#
License
Apache-2.0

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