gameobject-component-get

A Unity inspection tool that reports details about a component attached to a GameObject, including its type, enabled state, and optionally its saved fields and properties. It can also read only selected paths or a filtered subtree to reduce the amount of returned data.

In plain words
What is it for?
Use it after finding a GameObject and component, when you need to inspect component settings, nested values, list items, or properties before modification.
Why use it?
It lets an agent inspect the exact component data before changing it. Narrow reads make it easier to find relevant values in large or deeply nested objects.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/ivanmurzak/unity-mcp/gameobject-component-get
Any agent
npx skills add IvanMurzak/Unity-MCP --skill gameobject-component-get
Clone the repo
git clone --depth 1 https://github.com/IvanMurzak/Unity-MCP

Made for: Claude Code, Codex.

Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,149 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00059 $0.03149
Opus 5 $0.00030 $0.01574
Sonnet 5 $0.00012 $0.00630
Haiku 4.5 $0.00006 $0.00315

Measured yesterday against content hash 72dfc358c798, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

gameobject-component-get scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Unity-MCP-Plugin/.claude/skills/gameobject-component-get/SKILL.md · 337 lines

How it starts

The opening of the file, as written. The whole thing — 337 lines — stays where its author put it; the contents beside it link to each section on GitHub.

GameObject / Component / Get

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.

Inputs

  • 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.

Path-scoped reads (token-saving)

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.

Path syntax

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

How to Call

unity-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:

unity-mcp-cli run-tool gameobject-component-get --input-file args.json

Or pipe via stdin (recommended):

unity-mcp-cli run-tool gameobject-component-get --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.

Read the full file on GitHub · 337 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 337 lines · 59 tokens per session scan A 72dfc358c798

Subscribe to this mod's changes

gameobject-component-get is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,019 stars, last pushed 7d ago), licensed Apache-2.0. It adds 59 tokens to every session and 3,149 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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