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unity-gameobject

Create and manipulate GameObjects

Star
1,830
分类
其他
许可证
MIT
最近提交
2026年10月12日

SkillsForUnity/unity-skills~/skills/gameobject/SKILL.md

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Triggers

  • Building or restructuring scene hierarchy
  • Spawning or removing objects
  • Adjusting transforms
  • 搭建或调整场景层级、新建或删除物体、修改 Transform

Unity GameObject Skills

Create, find, parent and transform scene objects. Parameters come from the schema (recommend includeSchema=true or /skills/schema?names=), which notes the non-obvious ones — never from a skill's name. Execution, dryRun and verification rules: root SKILL.md.

Operating Mode

gameobject_find / gameobject_get_info are SemiAuto (read-only); every other skill is FullAuto. gameobject_delete / gameobject_delete_batch (Operation.Delete) are NeverInSemi: MODE_FORBIDDEN under Approval/Auto, run only under Bypass or an Allowlist hit → operating mode.

Shared rules

  • Identifiers: entityId (string; Unity 6000.4+, where instanceId reads 0), instanceId (int, older Unity), path ("Parent/Child", case-insensitive, optional scene-name prefix), name. Give at least one; precedence entityId > instanceId > path > name, and a stale id or missed path falls through to the next one given.
  • Name matching: an exact name wins (the first in hierarchy order when several share it); otherwise a single whole-word or substring match is used. Several fuzzy matches return TARGET_NOT_FOUND with candidates (path + entityId each) instead of guessing. Non-exact resolutions are listed in top-level resolutionNotes.
  • Spaces: gameobject_create x/y/z and rotX/Y/Z are local to the parent unless space:"world" (applied after parenting). gameobject_set_transform posX/Y/Z and rotX/Y/Z are world, localPosX/Y/Z local; it applies world position, then local position, then rotation, then scale, so local wins on a shared axis and omitted axes keep their value. scaleX/Y/Z is always localScale. RectTransform fields (anchor*, pivot*, sizeDelta*, width/height) are UI-only.
  • Read-back: create, set_transform and their batches return the Transform read back — position (world), localPosition, rotation (world euler, 0–360), scale (local), as gameobject_get_info reports them; no follow-up read needed.
  • Batches (items = JSON array): all-or-nothing. One failed item reverts the whole call (rolledBack:true, the other items reverted:true, error SEMANTIC_INVALID); fix the failed items and resend all. Unknown item keys are ignored and named in warnings. Items take the single skill's identifiers and fields; gameobject_create_batch items may parent to an item created earlier in the same call.

Skills Overview

Use *_batch for 2+ objects (one call instead of N).

SingleBatch
gameobject_creategameobject_create_batch
gameobject_deletegameobject_delete_batch
gameobject_duplicate (sibling <name>_Copy)gameobject_duplicate_batch
gameobject_renamegameobject_rename_batch
gameobject_set_transformgameobject_set_transform_batch
gameobject_set_activegameobject_set_active_batch
gameobject_set_parent (no parent id = unparent)gameobject_set_parent_batch
-gameobject_set_layer_batch
-gameobject_set_tag_batch
gameobject_set_sibling_index (index clamped)-

Query (no batch): gameobject_find (name substring or regex, tag, layer, component), gameobject_get_info (transform, parent, children, components).

Per-skill tables, item fields and return shapes: reference/<skill_name>.md — rarely needed, the schema notes the parameters.

DO NOT (common hallucinations):

  • gameobject_move / gameobject_rotate / gameobject_set_scale / gameobject_set_position do not exist → use gameobject_set_transform
  • gameobject_add_component does not exist → use component_add
  • gameobject_get_transform does not exist → use gameobject_get_info

Elsewhere: components → component_* skills; material or colour → material_* skills; scene_find_objects (SemiAuto) also searches objects.

Exact Signatures

Names, parameters, defaults and required flags come from GET /skills/schema?category=GameObject (or ?names=a,b), not this file.

Common Errors

ErrorFix
TARGET_NOT_FOUND (object, parent, child, layer)Retry with a candidates entry's path / entityId, or locate it via gameobject_find / scene_get_hierarchy.
MISSING_PARAMSupply it (e.g. newName, items); the error (or a dryRun) lists all parameters.
SEMANTIC_INVALIDUse an allowed value from the message (primitiveType, space local/world, a registered tag) or fix the failed results items.

Transport codes (COMPILING, RATE_LIMIT, ...) → error codes.

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