Skill v1.0.2
currentAutomated scan100/100~1 modified
version: "1.0.2" name: unity-component description: Manage GameObject components — add, remove, list, copy, enable/disable, and read/set component fields. Use when attaching or removing components, copying components between objects, toggling them, or reading/writing their serialized fields, even if the user just says "加个组件" or "改组件属性". 管理 GameObject 组件(添加、移除、列出、复制、启用/禁用、读写组件字段);当用户要挂载或移除组件、在对象间复制组件、开关组件或读写其序列化字段时使用。
Unity Component Skills
BATCH-FIRST: Use*_batchskills when operating on 2+ objects to reduce API calls from N to 1.
Operating Mode
- Approval:本模块 Mixed ——
component_list/component_get_properties标SkillMode.SemiAuto,可直接执行;写类 skill (component_add/component_set_property/component_set_enabled/component_copy等) 标SkillMode.FullAuto,需 grant 单次执行返结果。 - Auto / Bypass:FullAuto 直接执行。
- 含 NeverInSemi 高危 skill:
component_remove/component_remove_batch(Operation.Delete)。这些在 Approval/Auto 下返MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。
DO NOT (common hallucinations):
component_create/component_getdo not exist → usecomponent_add(add) andcomponent_get_properties(read)component_finddoes not exist → usecomponent_listto list components on an objectcomponentTypeis case-sensitive —Rigidbodynotrigidbody,BoxCollidernotboxcollider- Custom scripts need exact class name; if namespaced, use
Namespace.ClassName
Routing:
- To create a C# component script → use
scriptmodule'sscript_createfirst, thencomponent_add - To set multiple properties at once → use
component_set_property_batch - To enable/disable a component →
component_set_enabled(notcomponent_set_property)
Object Targeting: All single-object skills acceptname(string),instanceId(int, preferred), andpath(string, hierarchy path). Provide at least one.
Skills Overview
| Single Object | Batch Version | Use Batch When | |
|---|---|---|---|
component_add | component_add_batch | Adding to 2+ objects | |
component_remove | component_remove_batch | Removing from 2+ objects | |
component_set_property | component_set_property_batch | Setting on 2+ objects | |
component_set_serialized_property | component_set_serialized_property_batch | Setting Inspector SerializedProperty paths |
Other Skills (no batch):
component_list- List all components on an objectcomponent_get_properties- Get component property valuescomponent_set_enabled- Enable/disable a component (Behaviour, Renderer, Collider)component_copy- Copy a component from one object to anothercomponent_get_serialized_properties- List Inspector SerializedProperty pathscomponent_copy_exact- Copy a component and verify serialized fields match
Single-Object Skills
component_add
Add a component to a GameObject.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
name | string | No* | GameObject name | |
instanceId | int | No* | Instance ID (preferred) | |
path | string | No* | Hierarchy path | |
componentType | string | Yes | Component type name |
*At least one identifier required
Returns: {success, gameObject, instanceId, component, fullTypeName} (returns {warning, gameObject, instanceId} instead if a single-instance component already exists)
component_remove
Remove a component from a GameObject.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
name | string | No* | GameObject name | |
instanceId | int | No* | Instance ID | |
componentType | string | Yes | Component type to remove |
Returns: {success, gameObject, removed} (removed is the requested componentType string)
component_list
List all components on a GameObject.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
name | string | No* | GameObject name | |
instanceId | int | No* | Instance ID |
Returns: {gameObject, instanceId, path, componentCount, components: [{type, fullType, enabled, keyProperties?}]} (keyProperties only present when includeProperties=true)
component_set_property
Set a component property value.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
name | string | No* | GameObject name | |
instanceId | int | No* | Instance ID | |
componentType | string | Yes | Component type | |
propertyName | string | Yes | Property to set | |
value | any | Cond. | New value (for basic types, vectors, colors) | |
referencePath | string | No | Scene object hierarchy path (for scene references) | |
referenceName | string | No | Scene object name (for scene references) | |
assetPath | string | No | Project asset path (for asset references: Material, Texture, AudioClip, ScriptableObject, Prefab, etc.) |
Provide one of:value(basic types),referencePath/referenceName(scene objects), orassetPath(project assets).
`value` type examples:
# float / int / bool / stringcall_skill("component_set_property", name="Obj", componentType="Rigidbody", propertyName="mass", value=2.5)call_skill("component_set_property", name="Obj", componentType="Rigidbody", propertyName="useGravity", value=False)# Vector3 (JSON object with x, y, z)call_skill("component_set_property", name="Obj", componentType="Transform", propertyName="localPosition",value={"x": 1, "y": 2, "z": 3})# Color (JSON object with r, g, b, a — values 0-1)call_skill("component_set_property", name="Obj", componentType="Light", propertyName="color",value={"r": 1, "g": 0.5, "b": 0, "a": 1})# Enum (use string name)call_skill("component_set_property", name="Obj", componentType="Rigidbody", propertyName="interpolation",value="Interpolate")
Returns: {success, gameObject, component, property, valueSet, valueType} (valueSet is the string form of the actual value applied; valueType is the resolved target type name)
component_get_properties
Get all properties of a component.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
name | string | No* | GameObject name | |
instanceId | int | No* | Instance ID | |
componentType | string | Yes | Component type |
Returns: {gameObject, component, fullTypeName, properties: [{name, type, fullType, value, canWrite}], fields: [{name, type, fullType, value, isSerializable}]}
component_get_serialized_properties
List Inspector serialized properties on a component via SerializedObject.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
name | string | No* | GameObject name | |
instanceId | int | No* | Instance ID | |
path | string | No* | Hierarchy path | |
componentType | string | Yes | Component type | |
includeChildren | bool | No | Include nested properties | |
limit | int | No | Max properties returned |
Returns: {success, gameObject, component, fullTypeName, properties}
component_set_serialized_property
Set an Inspector serialized property by propertyPath.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
name | string | No* | GameObject name | |
instanceId | int | No* | Instance ID | |
path | string | No* | Hierarchy path | |
componentType | string | Yes | Component type | |
propertyPath | string | Yes | SerializedProperty path, e.g. items.Array.data[0] | |
value | string | Cond. | Primitive/vector/color/enum value | |
referenceName | string | No | Scene object name for ObjectReference | |
referenceInstanceId | int | No | Scene object instance ID for ObjectReference | |
referencePath | string | No | Scene object path for ObjectReference | |
assetPath | string | No | Project asset path for ObjectReference | |
objectType | string | No | Expected object/component type for references |
Providevaluefor scalar properties, or a scene/project reference for ObjectReference fields.
Returns: {success, gameObject, component, propertyPath, valueSet}
Batch Skills
component_add_batch
Add components to multiple objects.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, gameObject, componentType, added}]}
unity_skills.call_skill("component_add_batch", items=[{"name": "Enemy1", "componentType": "Rigidbody"},{"name": "Enemy2", "componentType": "Rigidbody"},{"name": "Enemy3", "componentType": "Rigidbody"}])
component_remove_batch
Remove components from multiple objects.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, gameObject, componentType, removed}]}
unity_skills.call_skill("component_remove_batch", items=[{"instanceId": 12345, "componentType": "BoxCollider"},{"instanceId": 12346, "componentType": "BoxCollider"}])
component_set_property_batch
Set properties on multiple objects.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, gameObject, componentType, property, oldValue, newValue}]}
unity_skills.call_skill("component_set_property_batch", items=[{"name": "Enemy1", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0},{"name": "Enemy2", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0}])
component_set_serialized_property_batch
Set Inspector serialized properties on multiple components.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects |
Item properties: name, instanceId, path, componentType, propertyPath, value, referenceName, referenceInstanceId, referencePath, assetPath, objectType
Returns: {success, totalItems, successCount, failCount, results}
Common Component Types
Physics
| Type | Description | |
|---|---|---|
Rigidbody | Physics simulation | |
BoxCollider | Box collision | |
SphereCollider | Sphere collision | |
CapsuleCollider | Capsule collision | |
MeshCollider | Mesh-based collision | |
CharacterController | Character movement |
Rendering
| Type | Description | |
|---|---|---|
MeshRenderer | Render meshes | |
SkinnedMeshRenderer | Animated meshes | |
SpriteRenderer | 2D sprites | |
LineRenderer | Draw lines | |
TrailRenderer | Motion trails |
Audio
| Type | Description | |
|---|---|---|
AudioSource | Play sounds | |
AudioListener | Receive audio |
UI
| Type | Description | |
|---|---|---|
Canvas | UI container | |
Image | UI images | |
Text | UI text (legacy) | |
Button | Clickable button |
Example: Efficient Physics Setup
import unity_skills# BAD: 6 API callsunity_skills.call_skill("component_add", name="Box1", componentType="Rigidbody")unity_skills.call_skill("component_add", name="Box2", componentType="Rigidbody")unity_skills.call_skill("component_add", name="Box3", componentType="Rigidbody")unity_skills.call_skill("component_set_property", name="Box1", componentType="Rigidbody", propertyName="mass", value=2.0)unity_skills.call_skill("component_set_property", name="Box2", componentType="Rigidbody", propertyName="mass", value=2.0)unity_skills.call_skill("component_set_property", name="Box3", componentType="Rigidbody", propertyName="mass", value=2.0)# GOOD: 2 API callsunity_skills.call_skill("component_add_batch", items=[{"name": "Box1", "componentType": "Rigidbody"},{"name": "Box2", "componentType": "Rigidbody"},{"name": "Box3", "componentType": "Rigidbody"}])unity_skills.call_skill("component_set_property_batch", items=[{"name": "Box1", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0},{"name": "Box2", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0},{"name": "Box3", "componentType": "Rigidbody", "propertyName": "mass", "value": 2.0}])
Best Practices
- Add colliders before Rigidbody for physics
- Use
component_listto verify additions - Check property names with
component_get_propertiesfirst - Some properties are read-only (will fail to set)
- Use full type names for custom scripts (e.g., "MyNamespace.MyScript")
Additional Skills
component_copy
Copy a component from one GameObject to another.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
sourceName | string | No* | null | Source GameObject name | |
sourceInstanceId | int | No* | 0 | Source Instance ID | |
sourcePath | string | No* | null | Source hierarchy path | |
targetName | string | No* | null | Target GameObject name | |
targetInstanceId | int | No* | 0 | Target Instance ID | |
targetPath | string | No* | null | Target hierarchy path | |
componentType | string | Yes | - | Component type to copy |
*At least one source identifier and one target identifier required
Returns: { success, source, target, componentType }
component_copy_exact
Copy a component from one GameObject to another and verify serialized Inspector fields match.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
sourceName | string | No* | null | Source GameObject name | |
sourceInstanceId | int | No* | 0 | Source Instance ID | |
sourcePath | string | No* | null | Source hierarchy path | |
targetName | string | No* | null | Target GameObject name | |
targetInstanceId | int | No* | 0 | Target Instance ID | |
targetPath | string | No* | null | Target hierarchy path | |
componentType | string | Yes | - | Component type to copy |
Returns: { success, source, target, componentType, verified, mismatchCount, mismatches? }
component_set_enabled
Enable or disable a component (Behaviour, Renderer, Collider, etc.).
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
name | string | No* | null | GameObject name | |
instanceId | int | No* | 0 | Instance ID | |
path | string | No* | null | Hierarchy path | |
componentType | string | Yes | - | Component type to enable/disable | |
enabled | bool | No | true | Whether to enable or disable |
*At least one identifier required
Returns: { success, gameObject, componentType, enabled }
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.