Free SKILL.md scraped from GitHub. Clone the repo or copy the file directly into your Claude Code skills directory.
npx versuz@latest install ivanmurzak-unity-mcp-unity-mcp-plugin-claude-skills-gameobject-component-modifygit clone https://github.com/IvanMurzak/Unity-MCP.gitcp Unity-MCP/SKILL.MD ~/.claude/skills/ivanmurzak-unity-mcp-unity-mcp-plugin-claude-skills-gameobject-component-modify/SKILL.md---
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 (use whichever fits the task):
1. 'componentDiff' — full SerializedMember diff (legacy, backwards compatible).
2. 'pathPatches' — list of {path, value} pairs routed through Reflector.TryModifyAt; atomic per-path modification, multiple entries can target different depths.
3. '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.
---
# GameObject / Component / Modify
## How to Call
```bash
unity-mcp-cli run-tool gameobject-component-modify --input '{
"gameObjectRef": "string_value",
"componentRef": "string_value",
"componentDiff": "string_value",
"pathPatches": "string_value",
"jsonPatch": "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-modify --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> unity-mcp-cli run-tool gameobject-component-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
| 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` | `string` | 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": "#/$defs/System.Collections.Generic.List<AIGD.PathPatch>"
},
"jsonPatch": {
"type": "string"
}
},
"$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"
}
},
"$defs": {
"AIGD.ComponentRef": {
"type": "object",
"properties": {
"index": {
"type": "integer",
"description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1."
},
"typeName": {
"type": "string",
"description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null."
},
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
}
},
"required": [
"index",
"instanceID"
],
"description": "Component reference. Used to find a Component at GameObject."
},
"AIGD.ComponentDataShallow": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer"
},
"typeName": {
"type": "string"
},
"isEnabled": {
"type": "string",
"enum": [
"False",
"True",
"NA"
]
}
},
"required": [
"instanceID",
"isEnabled"
]
},
"System.String[]": {
"type": "array",
"items": {
"type": "string"
}
},
"AIGD.ModifyComponentResponse": {
"type": "object",
"properties": {
"Success": {
"type": "boolean",
"description": "Whether the modification was successful."
},
"Reference": {
"$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[]",
"description": "Log of modifications made and any warnings/errors encountered."
}
},
"required": [
"Success",
"Index"
]
}
},
"required": [
"result"
]
}
```