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Unity Gameobject

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Besty0728
unity-gameobject

Create and manipulate GameObjects

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-gameobject
Stars
1.8K
Forks
164
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Gameobject AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Gameobject in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Gameobject on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Gameobject is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

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

BATCH-FIRST: Use *_batch skills when operating on 2+ objects to reduce API calls from N to 1.

Operating Mode

  • Approval:本模块多为 SkillMode.FullAuto,调用需用户 grant;grant 后服务端一步执行并返结果。
  • Auto / Bypass:直接执行。
  • 含 NeverInSemi 高危 skillgameobject_delete / gameobject_delete_batch(标记 Operation.Delete)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或用户 Allowlist 命中可调。

DO NOT (common hallucinations):

  • gameobject_move / gameobject_rotate / gameobject_set_scale do not exist → use gameobject_set_transform (handles position, rotation, and scale together)
  • gameobject_set_position does not exist → use gameobject_set_transform with posX/posY/posZ
  • gameobject_add_component does not exist → use component_add (component module)
  • gameobject_get_transform does not exist → use gameobject_get_info (returns position/rotation/scale)

Routing:

  • To add/remove components → use component module
  • To set material/color → use material module
  • To search objects by name/tag/component → gameobject_find (this module) or scene_find_objects (scene module, SkillMode.SemiAuto)

Object Targeting: All single-object skills accept entityId (string, Unity 6000.4+ preferred — returned by all object skills), name (string), instanceId (int, Unity < 6000.4 preferred), and path (string, hierarchy path like "Parent/Child"). Provide at least one. Priority: entityId > instanceId > path > name. On Unity 6000.4+ use entityIdinstanceId is reported as 0. When only name is shown in a parameter table, entityId, instanceId, and path are also accepted.

Skills Overview

Single ObjectBatch VersionUse Batch When
gameobject_creategameobject_create_batchCreating 2+ objects
gameobject_deletegameobject_delete_batchDeleting 2+ objects
gameobject_duplicategameobject_duplicate_batchDuplicating 2+ objects
gameobject_renamegameobject_rename_batchRenaming 2+ objects
gameobject_set_transformgameobject_set_transform_batchMoving 2+ objects
gameobject_set_activegameobject_set_active_batchToggling 2+ objects
gameobject_set_parentgameobject_set_parent_batchParenting 2+ objects
-gameobject_set_layer_batchSetting layer on 2+ objects
-gameobject_set_tag_batchSetting tag on 2+ objects
gameobject_set_sibling_index-No batch variant — reorder one object at a time

Query Skills (no batch needed):

  • gameobject_find - Find objects by name/tag/layer/component
  • gameobject_get_info - Get detailed object information

Single-Object Skills

gameobject_create

Create a new GameObject (primitive or empty).

ParameterTypeRequiredDefaultDescription
namestringYes-Object name
primitiveTypestringNonullCube/Sphere/Capsule/Cylinder/Plane/Quad (null=Empty)
x, y, zfloatNo0Local position (relative to parent if set)
parentEntityIdstringNonullParent entityId (Unity 6000.4+, preferred)
parentNamestringNonullParent object name
parentInstanceIdintNo0Parent instance ID
parentPathstringNonullParent hierarchy path

Returns: {success, name, entityId, instanceId, path, parent, position}

gameobject_delete

Delete a GameObject.

ParameterTypeRequiredDescription
entityIdstringNo*Entity ID (Unity 6000.4+, preferred)
namestringNo*Object name
instanceIdintNo*Instance ID
pathstringNo*Hierarchy path

*At least one identifier required

gameobject_duplicate

Duplicate a GameObject.

ParameterTypeRequiredDescription
entityIdstringNo*Entity ID (Unity 6000.4+, preferred)
namestringNo*Object name
instanceIdintNo*Instance ID
pathstringNo*Hierarchy path

Returns: {originalName, copyName, copyEntityId, copyInstanceId, copyPath}

gameobject_rename

Rename a GameObject.

ParameterTypeRequiredDescription
entityIdstringNo*Entity ID (Unity 6000.4+, preferred)
namestringNo*Current object name
instanceIdintNo*Instance ID
pathstringNo*Hierarchy path
newNamestringYesNew name

Returns: {success, oldName, newName, entityId, instanceId}

gameobject_find

Find GameObjects matching criteria.

ParameterTypeRequiredDefaultDescription
namestringNonullName filter
tagstringNonullTag filter
layerstringNonullLayer filter
componentstringNonullComponent type filter
useRegexboolNofalseUse regex for name
limitintNo50Max results

Returns: {count, objects: [{name, entityId, instanceId, path, tag, layer, position}]}

gameobject_get_info

Get detailed GameObject information.

ParameterTypeRequiredDescription
entityIdstringNo*Entity ID (Unity 6000.4+, preferred)
namestringNo*Object name
instanceIdintNo*Instance ID
pathstringNo*Hierarchy path

Returns: {name, entityId, instanceId, path, tag, layer, active, position, rotation, scale, parent, parentPath, childCount, children: [{name, entityId, instanceId, path}], components}

gameobject_set_transform

Set position, rotation, and/or scale. Supports world / local / RectTransform spaces.

ParameterTypeRequiredDescription
entityIdstringNo*Entity ID (Unity 6000.4+, preferred)
namestringNo*Object name
instanceIdintNo*Instance ID
pathstringNo*Hierarchy path
posX/posY/posZfloatNoWorld position
rotX/rotY/rotZfloatNoWorld rotation (euler)
scaleX/scaleY/scaleZfloatNoLocal scale
localPosX/localPosY/localPosZfloatNoLocal position (relative to parent; works for both 3D and UI)
anchoredPosX/anchoredPosYfloatNoRectTransform anchored position (UI only)
anchorMinX/anchorMinYfloatNoRectTransform anchor min (0-1, UI only)
anchorMaxX/anchorMaxYfloatNoRectTransform anchor max (0-1, UI only)
pivotX/pivotYfloatNoRectTransform pivot (0-1, UI only)
sizeDeltaX/sizeDeltaYfloatNoRectTransform size delta (UI only)
width/heightfloatNoConvenience aliases for sizeDeltaX/sizeDeltaY (UI only)

*At least one identifier required. RectTransform / anchored* / anchor* / pivot* / sizeDelta* / width / height only apply to UI elements; ignored on regular Transforms.

gameobject_set_parent

Set parent-child relationship.

ParameterTypeRequiredDescription
childEntityIdstringNo*Child entity ID (Unity 6000.4+, preferred)
childNamestringNo*Child object name
childInstanceIdintNo*Child instance ID
childPathstringNo*Child hierarchy path
parentEntityIdstringNo*Parent entity ID (Unity 6000.4+, preferred)
parentNamestringNo*Parent object name (empty string = unparent)
parentInstanceIdintNo*Parent instance ID
parentPathstringNo*Parent hierarchy path

*At least one child identifier required; omit all parent identifiers to unparent

Returns: {success, child, childEntityId, parent, parentEntityId, newPath}

gameobject_set_active

Enable or disable a GameObject.

ParameterTypeRequiredDescription
entityIdstringNo*Entity ID (Unity 6000.4+, preferred)
namestringNo*Object name
instanceIdintNo*Instance ID
pathstringNo*Hierarchy path
activeboolYesEnable state

*At least one identifier required

Returns: {success, name, entityId, active}

gameobject_set_sibling_index

Set a GameObject's sibling index — its position among its parent's children, or among the scene's root objects when unparented. index is clamped into the valid range (clamped: true reports it).

ParameterTypeRequiredDescription
entityIdstringNo*Entity ID (Unity 6000.4+, preferred)
namestringNo*Object name
instanceIdintNo*Instance ID
pathstringNo*Hierarchy path
indexintYesTarget sibling index (0 = first)

*At least one identifier required

Returns: {success, name, entityId, path, parent, previousIndex, index, clamped}


Batch Skills

gameobject_create_batch

Create multiple GameObjects in one call.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of per-item objects (see example below)

Item properties: name, primitiveType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, parentEntityId, parentName, parentInstanceId, parentPath

Returns: {success, totalItems, successCount, failCount, results: [{success, name, instanceId, path, position}]}

python
unity_skills.call_skill("gameobject_create_batch", items=[
    {"name": "Parent", "primitiveType": "Empty"},
    {"name": "Child1", "primitiveType": "Cube", "x": 0, "parentName": "Parent"},
    {"name": "Child2", "primitiveType": "Sphere", "x": 2, "parentName": "Parent"}
])

gameobject_delete_batch

Delete multiple GameObjects.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of per-item objects (see example below)

Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}

python
# By names
unity_skills.call_skill("gameobject_delete_batch", items=["Cube1", "Cube2", "Cube3"])

# By instanceId (preferred for precision)
unity_skills.call_skill("gameobject_delete_batch", items=[
    {"instanceId": 12345},
    {"instanceId": 12346}
])

# By path
unity_skills.call_skill("gameobject_delete_batch", items=[
    {"path": "Environment/Cube1"},
    {"path": "Environment/Cube2"}
])

gameobject_duplicate_batch

Duplicate multiple GameObjects.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of per-item objects (see example below)

Returns: {success, totalItems, successCount, failCount, results: [{success, originalName, copyName, copyInstanceId, copyPath}]}

python
unity_skills.call_skill("gameobject_duplicate_batch", items=[
    {"instanceId": 12345},
    {"instanceId": 12346}
])

gameobject_rename_batch

Rename multiple GameObjects.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of per-item objects (see example below)

Returns: {success, totalItems, successCount, failCount, results: [{success, oldName, newName, instanceId}]}

python
unity_skills.call_skill("gameobject_rename_batch", items=[
    {"instanceId": 12345, "newName": "Enemy_01"},
    {"instanceId": 12346, "newName": "Enemy_02"}
])

gameobject_set_transform_batch

Set transforms for multiple objects.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of per-item objects (see example below)

Item properties (each item supports identifier + any subset of transform fields):

  • Identifier: entityId / name / instanceId / path (at least one required)
  • World: posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ
  • Local: localPosX, localPosY, localPosZ
  • RectTransform (UI only): anchoredPosX, anchoredPosY, anchorMinX, anchorMinY, anchorMaxX, anchorMaxY, pivotX, pivotY, sizeDeltaX, sizeDeltaY, width, height

Returns: {success, totalItems, successCount, failCount, results: [{success, name, position, rotation, scale}]}

python
unity_skills.call_skill("gameobject_set_transform_batch", items=[
    {"name": "Cube1", "posX": 0, "posY": 1},
    {"instanceId": 12345, "posX": 2, "posY": 1},
    {"path": "Env/Cube3", "posX": 4, "posY": 1}
])

gameobject_set_active_batch

Toggle multiple objects. Each item supports identifier (entityId / name / instanceId / path) + active (bool).

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of per-item objects (see example below)

Returns: {success, totalItems, successCount, failCount, results: [{success, name, active}]}

python
unity_skills.call_skill("gameobject_set_active_batch", items=[
    {"name": "Enemy1", "active": False},
    {"name": "Enemy2", "active": False}
])

gameobject_set_parent_batch

Parent multiple objects. Each item supports childEntityId/childName/childInstanceId/childPath and parentEntityId/parentName/parentInstanceId/parentPath.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of per-item objects (see example below)

Returns: {success, totalItems, successCount, failCount, results: [{success, child, parent}]}

python
unity_skills.call_skill("gameobject_set_parent_batch", items=[
    {"childName": "Wheel1", "parentName": "Car"},
    {"childInstanceId": 12345, "parentName": "Car"},
    {"childPath": "Wheels/Wheel3", "parentPath": "Vehicles/Car"}
])

gameobject_set_layer_batch

Set layer for multiple objects. Each item supports identifier (entityId / name / instanceId / path) + layer (string layer name) + optional recursive (bool, default false — propagates layer to children).

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of per-item objects (see example below)

Returns: {success, totalItems, successCount, failCount, results: [{success, name, layer}]}

python
unity_skills.call_skill("gameobject_set_layer_batch", items=[
    {"name": "Enemy1", "layer": "Water"},
    {"name": "Enemy2", "layer": "Water"}
])

gameobject_set_tag_batch

Set tag for multiple objects. Each item supports identifier (entityId / name / instanceId / path) + tag (string tag name).

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of per-item objects (see example below)

Returns: {success, totalItems, successCount, failCount, results: [{success, name, tag}]}

python
unity_skills.call_skill("gameobject_set_tag_batch", items=[
    {"name": "Enemy1", "tag": "Enemy"},
    {"name": "Enemy2", "tag": "Enemy"}
])

Minimal Example

python
import unity_skills

# GOOD: 3 API calls instead of 6
unity_skills.call_skill("gameobject_create_batch", items=[
    {"name": "Floor", "primitiveType": "Plane"},
    {"name": "Wall1", "primitiveType": "Cube"},
    {"name": "Wall2", "primitiveType": "Cube"}
])
unity_skills.call_skill("gameobject_set_transform_batch", items=[
    {"name": "Wall1", "posX": -5, "scaleY": 3},
    {"name": "Wall2", "posX": 5, "scaleY": 3}
])
unity_skills.call_skill("gameobject_set_tag_batch", items=[
    {"name": "Wall1", "tag": "Wall"},
    {"name": "Wall2", "tag": "Wall"}
])

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Common Errors

Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md

ErrorTriggerFix
TARGET_NOT_FOUNDThe requested GameObject, parent, child, or layer could not be found (e.g., GameObject not found, Parent not found, Layer not found).Use gameobject_find or scene_get_hierarchy to verify the exact name/path/entityId, then retry with the identifier it returns.
MISSING_PARAMA required parameter is missing, such as newName in gameobject_rename or items in batch skills.Supply the parameter named in the error; use mode=dryRun to see the full parameter schema.
SEMANTIC_INVALIDAn invalid value was supplied, such as an unknown primitiveType or a name/path that does not match Unity conventions.Correct the value using the allowed set listed in the error message (e.g., Cube, Sphere, Empty/None).

Frequently asked questions

What does the Unity Gameobject AI skill do?

Create and manipulate GameObjects

Why use Unity Gameobject on TypingMind?

Because you install it once and use it with any model. Unity Gameobject is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Gameobject in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/gameobject. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Gameobject?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Gameobject?

As many as you like. As long as a model supports skills, you can use Unity Gameobject with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Gameobject AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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