Install any skill in seconds. Free to start, no credit card required.
Get Started Free →Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 1058% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 1405% | 0% |
| case-04 | ✗→✓ | ▲ Improved | 378% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 306% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 202% | 0% |
Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject.
gameObjectRef — the host GameObject.componentRef — the specific component to inspect (matched by index or instance ID).includeFields (default true) — populate the legacy Fields list.includeProperties (default true) — populate the legacy Properties list.deepSerialization (default false) — when populating legacy lists, recurse into nested members.Supply paths (a list of paths) to read only the listed fields/elements via Reflector.TryReadAt, or viewQuery (a ViewQuery) to navigate to a subtree and/or filter by name regex / max depth / type via Reflector.View. The result is returned in the View field of the response, and the legacy Fields/Properties lists are skipped. These two parameters are mutually exclusive — supply at most one.
fieldName, nested/field, arrayField/[i], dictField/[key]. Leading #/ is stripped.
bashunity-mcp-cli run-tool gameobject-component-get --input '{ "gameObjectRef": "string_value", "componentRef": "string_value", "includeFields": false, "includeProperties": false, "deepSerialization": false, "paths": "string_value", "viewQuery": "string_value" }'
> For complex input (multi-line strings, code), save the JSON to a file and use: > bash > unity-mcp-cli run-tool gameobject-component-get --input-file args.json > > > Or pipe via stdin (recommended): > bash > unity-mcp-cli run-tool gameobject-component-get --input-file - <<'EOF' > {"param": "value"} > EOF >
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.
| Name | Type | Required | Description | |------|------|----------|-------------| | gameObjectRef | any | Yes | Find GameObject in opened Prefab or in the active Scene. | | componentRef | any | Yes | Component reference. Used to find a Component at GameObject. | | includeFields | boolean | No | Include serialized fields of the component. | | includeProperties | boolean | No | Include serialized properties of the component. | | deepSerialization | boolean | No | Performs deep serialization including all nested objects. Otherwise, only serializes top-level members. | | paths | any | No | Optional. List of paths to read individually via Reflector.TryReadAt. When supplied, the legacy 'Fields'/'Properties' lists are skipped and the result is returned in 'View'. Path syntax: 'fieldName', 'nested/field', 'arrayField/i]', 'dictField/key]'. Mutually exclusive with 'viewQuery'. | | viewQuery | any | No | Optional. View-query filter routed through Reflector.View. When supplied, the legacy 'Fields'/'Properties' lists are skipped and the filtered subtree is returned in 'View'. Mutually exclusive with 'paths'. |
json{ "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "componentRef": { "$ref": "#/$defs/AIGD.ComponentRef" }, "includeFields": { "type": "boolean" }, "includeProperties": { "type": "boolean" }, "deepSerialization": { "type": "boolean" }, "paths": { "$ref": "#/$defs/System.Collections.Generic.List(System.String)" }, "viewQuery": { "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.ViewQuery" } }, "$defs": { "System.Type": { "type": "string" }, "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "type": "integer", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$ref": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Find GameObject in opened Prefab or in the active Scene." }, "AIGD.ComponentRef": { "type": "object", "properties": { "index": { "type": "integer", "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1." }, "typeName": { "type": "string", "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null." }, "instanceID": { "type": "integer", "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'." } }, "required": [ "index", "instanceID" ], "description": "Component reference. Used to find a Component at GameObject." }, "System.Collections.Generic.List(System.String)": { "type": "array", "items": { "type": "string" } }, "com.IvanMurzak.ReflectorNet.Model.ViewQuery": { "type": "object", "properties": { "Path": { "type": "string", "description": "Navigate to this path first, then serialize only that subtree. Path segments are separated by '/'. Use '[i]' for array/list index (e.g. 'users/[2]/name') and '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Examples: 'admin/name', 'users/[0]/email', 'config/[timeout]'. Leave null to start from the root object." }, "NamePattern": { "type": "string", "description": "Case-insensitive .NET regex pattern matched against field and property names. Only branches containing at least one match are kept in the result tree. Examples: 'orbitRadius' (exact name), 'orbit.*' (prefix match), 'radius|speed' (either name). When nothing matches, the root envelope is returned with empty fields/props. Leave null to return all fields and properties without filtering." }, "MaxDepth": { "type": "integer", "description": "Maximum nesting depth of the returned serialized tree. 0 = root type name and value only — no nested fields or properties. 1 = one level of fields/props visible, their children stripped. 2 = two levels visible, and so on. Leave null (default) for unlimited depth." }, "TypeFilter": { "$ref": "#/$defs/System.Type", "description": "When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type." } } } }, "required": [ "gameObjectRef", "componentRef" ] }
json{ "type": "object", "properties": { "result": { "$ref": "#/$defs/AIGD.GetComponentResponse" } }, "$defs": { "AIGD.ComponentRef": { "type": "object", "properties": { "index": { "type": "integer", "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1." }, "typeName": { "type": "string", "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null." }, "instanceID": { "type": "integer", "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'." } }, "required": [ "index", "instanceID" ], "description": "Component reference. Used to find a Component at GameObject." }, "AIGD.ComponentDataShallow": { "type": "object", "properties": { "instanceID": { "type": "integer" }, "typeName": { "type": "string" }, "isEnabled": { "type": "string", "enum": [ "False", "True", "NA" ] } }, "required": [ "instanceID", "isEnabled" ] }, "System.Collections.Generic.List(com.IvanMurzak.ReflectorNet.Model.SerializedMember)": { "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 }, "com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": { "type": "array", "items": { "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember" } }, "AIGD.GetComponentResponse": { "type": "object", "properties": { "Reference": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Reference to the component for future operations." }, "Index": { "type": "integer", "description": "Index of the component in the GameObject's component list." }, "Component": { "$ref": "#/$defs/AIGD.ComponentDataShallow", "description": "Basic component information (type, enabled state)." }, "Fields": { "$ref": "#/$defs/System.Collections.Generic.List(com.IvanMurzak.ReflectorNet.Model.SerializedMember)", "description": "Serialized fields of the component. Populated only on the legacy code path (no 'paths' / no 'viewQuery')." }, "Properties": { "$ref": "#/$defs/System.Collections.Generic.List(com.IvanMurzak.ReflectorNet.Model.SerializedMember)", "description": "Serialized properties of the component. Populated only on the legacy code path (no 'paths' / no 'viewQuery')." }, "View": { "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember", "description": "Path-scoped read or view-query result, populated when 'paths' or 'viewQuery' was supplied. Null otherwise." } }, "required": [ "Index" ] } }, "required": [ "result" ] }
Other measured skills in the registry, with their headline benchmark lift.