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Create and manipulate GameObjects — create, delete, move, rotate, scale, parent, find, rename, batch-edit.
Passed 19 of 20 test cases with the skill, and 3 of 20 without it.
and 18 more in the full report
16 fixed3 passed either way1 still failing0 broke3 errored
Tokens, turns and time describe resource use, not a dollar price.
One of 16 test cases the skill fixed. Same model, same prompt, with and without the skill.
If I call gameobject_duplicate on an object named 'Shield_Guard' without specifying a custom target name, what is the default name assigned to the duplicated sibling?
| Checked | Without skill | With skill |
|---|---|---|
| Identifies Shield_Guard_Copy as the default duplicate name. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
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.
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.TARGET_NOT_FOUND with candidates (path + entityId each) instead of guessing. Non-exact resolutions are listed in top-level resolutionNotes.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.position (world), localPosition, rotation (world euler, 0–360), scale (local), as gameobject_get_info reports them; no follow-up read needed.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.Use *_batch for 2+ objects (one call instead of N).
| Single | Batch |
|---|---|
gameobject_create | gameobject_create_batch |
gameobject_delete | gameobject_delete_batch |
gameobject_duplicate (sibling <name>_Copy) | gameobject_duplicate_batch |
gameobject_rename | gameobject_rename_batch |
gameobject_set_transform | gameobject_set_transform_batch |
gameobject_set_active | gameobject_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).
test cases passed, vs 3 / 20 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.