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Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via `paths` or `viewQuery`.
Passed 20 of 22 test cases with the skill, and 4 of 22 without it.
and 24 more in the full report
16 fixed4 passed either way2 still failing0 broke
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.
I want to inspect a prefab asset located at path 'Assets/Prefabs/Vehicles/Car.prefab' by its asset path. I need to get its direct immediate children metadata (depth 1) in the hierarchy tree.
| Checked | Without skill | With skill |
|---|---|---|
| The gameObjectRef sets assetPath to 'Assets/Prefabs/Vehicles/Car.prefab'. | Missed | Passed |
| The parameters set includeHierarchy to true. | Missed | Passed |
| The parameters set hierarchyDepth to 1. | Missed | Passed |
The instructions your model reads when the skill loads.
Finds specific GameObject by provided information in opened Prefab or in a Scene. First it looks for the opened Prefab, if any Prefab is opened it looks only there ignoring a scene. If no opened Prefab it looks into current active scene. Returns GameObject information and its children. Also, it returns Components preview just for the target GameObject.
false to keep responses small)includeData — full editable GameObject data (tag, layer, etc.).includeComponents — attached components references.includeBounds — 3D bounds.includeHierarchy — hierarchy metadata.hierarchyDepth (default 0) — depth of the hierarchy to include. 0 = target only, 1 = one layer below, etc.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. When either is supplied, the result populates Data on the returned GameObjectData and overrides includeData (which would otherwise produce a full recursive serialization). These two parameters are mutually exclusive — supply at most one.
fieldName, nested/field, arrayField/[i], dictField/[key]. Leading #/ is stripped.
unity-mcp-cli run-tool gameobject-find --input '{
"gameObjectRef": "string_value",
"includeData": false,
"includeComponents": false,
"includeBounds": false,
"includeHierarchy": false,
"hierarchyDepth": 0,
"paths": "string_value",
"viewQuery": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool gameobject-find --input-file args.json
test cases passed, vs 4 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.