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Object Modify

CommunityPopular
IvanMurzak
object-modify

Modify a Unity `UnityEngine.Object`'s serializable fields/properties. Three modification surfaces are available (`objectDiff`, `pathPatches`, `jsonPatch`) — see the skill body. Use 'object-get-data' first to inspect the object structure.

Overview

PublisherIvanMurzak
RepositoryUnity-MCP
Skill nameobject-modify
Stars
4.4K
Forks
387
Bundled files
Instructions only
LicenseApache-2.0
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 IvanMurzak on GitHub. Read the source before you install it.

Installation

Install the Object Modify 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.
    https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/object-modify
  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.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/IvanMurzak/Unity-MCP.git /tmp/Unity-MCP
mkdir -p .claude/skills
cp -r /tmp/Unity-MCP/Unity-MCP-Plugin/.claude/skills/object-modify .claude/skills/object-modify
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Object Modify 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 Object Modify 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 Object Modify 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.

Object / Modify

Modify the specified Unity Object. Allows direct modification of object fields and properties. Use 'object-get-data' first to inspect the object structure before modifying.

Three modification surfaces

Use whichever fits the task:

  1. objectDiff — 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 → objectDiff. At least one is required.

Path syntax

fieldName, nested/field, arrayField/[i], dictField/[key]. Leading #/ is stripped.

How to Call

bash
unity-mcp-cli run-tool object-modify --input '{
  "objectRef": "string_value",
  "objectDiff": "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 object-modify --input-file args.json

Or pipe via stdin (recommended):

bash
unity-mcp-cli run-tool object-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

NameTypeRequiredDescription
objectRefanyYesReference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object.
objectDiffanyNoOptional. The full object 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.
pathPatchesanyNoOptional. List of path-scoped patches routed through Reflector.TryModifyAt.
jsonPatchanyNoOptional. JSON Merge Patch (RFC 7396, extended with [i]/[key] keys) routed through Reflector.TryPatch.

Input JSON Schema

json
{
  "type": "object",
  "properties": {
    "objectRef": {
      "$ref": "#/$defs/AIGD.ObjectRef"
    },
    "objectDiff": {
      "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
    },
    "pathPatches": {
      "$ref": "#/$defs/System.Collections.Generic.List(AIGD.PathPatch)"
    },
    "jsonPatch": {
      "anyOf": [
        {
          "type": "string"
        },
        {
          "type": "object",
          "additionalProperties": true
        }
      ]
    }
  },
  "$defs": {
    "AIGD.ObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
    },
    "com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
      "type": "array",
      "items": {
        "$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": [
    "objectRef"
  ]
}

Output

Output JSON Schema

json
{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/AIGD.ModifyObjectResponse"
    }
  },
  "$defs": {
    "AIGD.ObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object instance. It could be GameObject, Component, Asset, etc. Anything extended from UnityEngine.Object."
    },
    "com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
      "type": "object",
      "properties": {
        "typeName": {
          "type": "string",
          "description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
        },
        "name": {
          "type": "string",
          "description": "Object name."
        },
        "value": {
          "description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
        },
        "fields": {
          "type": "array",
          "items": {
            "$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": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
            "description": "Nested property value."
          },
          "description": "Properties of the object, serialized as a list of 'SerializedMember'."
        }
      },
      "required": [
        "typeName"
      ],
      "additionalProperties": false
    },
    "com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
      }
    },
    "System.String-1": {
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "AIGD.ModifyObjectResponse": {
      "type": "object",
      "properties": {
        "Success": {
          "type": "boolean",
          "description": "Whether the modification was successful."
        },
        "Reference": {
          "$ref": "#/$defs/AIGD.ObjectRef",
          "description": "Reference to the modified object."
        },
        "Data": {
          "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
          "description": "Updated object data after modification."
        },
        "Logs": {
          "$ref": "#/$defs/System.String-1",
          "description": "Log of modifications made and any warnings/errors encountered."
        }
      },
      "required": [
        "Success"
      ]
    }
  },
  "required": [
    "result"
  ]
}

Frequently asked questions

What does the Object Modify AI skill do?

Modify a Unity `UnityEngine.Object`'s serializable fields/properties. Three modification surfaces are available (`objectDiff`, `pathPatches`, `jsonPatch`) — see the skill body. Use 'object-get-data' first to inspect the object structure.

Why use Object Modify on TypingMind?

Because you install it once and use it with any model. Object Modify 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 Object Modify in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/object-modify. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Object Modify?

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 Object Modify?

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

Is the Object Modify AI skill free?

Yes. It is published on GitHub by IvanMurzak under the Apache-2.0 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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