Install any skill in seconds. Free to start, no credit card required.
Get Started Free →Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available (componentDiff, pathPatches, jsonPatch) — see the skill body for details.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-04 | ✗→✓ | ▲ Improved | 289% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 138% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 183% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 112% | 0% |
| case-12 | ✗→✓ | ▲ Improved | 187% | 0% |
Use whichever fits the task:
componentDiff — full SerializedMember diff (legacy, backwards compatible).pathPatches — list of {path, value} pairs routed through Reflector.TryModifyAt; atomic per-path modification, multiple entries can target different depths.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 → componentDiff. At least one is required.
fieldName, nested/field, arrayField/[i], dictField/[key]. Leading #/ is stripped.
bashunity-mcp-cli run-tool gameobject-component-modify --input '{ "gameObjectRef": "string_value", "componentRef": "string_value", "componentDiff": "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 gameobject-component-modify --input-file args.json > > > Or pipe via stdin (recommended): > bash > unity-mcp-cli run-tool gameobject-component-modify --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. | | componentDiff | any | No | Optional. The full component 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. | | pathPatches | any | No | Optional. List of path-scoped patches routed through Reflector.TryModifyAt. Each entry targets one field/element/entry by path. Path syntax: 'fieldName', 'nested/field', 'arrayField/i]', 'dictField/key]'. | | jsonPatch | any | No | Optional. JSON Merge Patch (RFC 7396, extended with i]/key] keys) routed through Reflector.TryPatch. Allows multiple fields at any depth to be updated in a single call. Use '$type' for compatible-subtype replacement. |
json{ "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "componentRef": { "$ref": "#/$defs/AIGD.ComponentRef" }, "componentDiff": { "$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": { "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." }, "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": [ "gameObjectRef", "componentRef" ] }
json{ "type": "object", "properties": { "result": { "$ref": "#/$defs/AIGD.ModifyComponentResponse" } }, "$defs": { "AIGD.ComponentRef": { "type": "object", "properties": { "index": { "type": "integer", "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1." }, "typeName": { "type": "string", "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null." }, "instanceID": { "type": "integer", "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'." } }, "required": [ "index", "instanceID" ], "description": "Component reference. Used to find a Component at GameObject." }, "AIGD.ComponentDataShallow": { "type": "object", "properties": { "instanceID": { "type": "integer" }, "typeName": { "type": "string" }, "isEnabled": { "type": "string", "enum": [ "False", "True", "NA" ] } }, "required": [ "instanceID", "isEnabled" ] }, "System.String-1": { "type": "array", "items": { "type": "string" } }, "AIGD.ModifyComponentResponse": { "type": "object", "properties": { "Success": { "type": "boolean", "description": "Whether the modification was successful." }, "Reference": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Reference to the modified component." }, "Index": { "type": "integer", "description": "Index of the component in the GameObject's component list." }, "Component": { "$ref": "#/$defs/AIGD.ComponentDataShallow", "description": "Updated component information after modification." }, "Logs": { "$ref": "#/$defs/System.String-1", "description": "Log of modifications made and any warnings/errors encountered." } }, "required": [ "Success", "Index" ] } }, "required": [ "result" ] }
Other measured skills in the registry, with their headline benchmark lift.