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.
npx agentmods add skills/ivanmurzak/unity-mcp/gameobject-component-modifynpx skills add IvanMurzak/Unity-MCP --skill gameobject-component-modifygit clone --depth 1 https://github.com/IvanMurzak/Unity-MCPWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/ivanmurzak/unity-mcp/gameobject-component-modify)<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/gameobject-component-modify"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/gameobject-component-modify.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00078 | $0.02716 |
| Opus 5 | $0.00039 | $0.01358 |
| Sonnet 5 | $0.00016 | $0.00543 |
| Haiku 4.5 | $0.00008 | $0.00272 |
Grade A, and why
gameobject-component-modify 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 4d ago.
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.
How it starts
The opening of the file, as written. The whole thing — 322 lines — stays where its author put it; the contents beside it link to each section on GitHub.
GameObject / Component / Modify
Three modification surfaces
Use whichever fits the task:
componentDiff— fullSerializedMemberdiff (legacy, backwards compatible).pathPatches— list of{path, value}pairs routed throughReflector.TryModifyAt; atomic per-path modification, multiple entries can target different depths.jsonPatch— a JSON Merge Patch (RFC 7396, extended with[i]/[key]notation) routed throughReflector.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.
Path syntax
fieldName, nested/field, arrayField/[i], dictField/[key]. Leading #/ is stripped.
How to Call
unity-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:
unity-mcp-cli run-tool gameobject-component-modify --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool gameobject-component-modify --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.
Input
| 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. |
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.
- 4d ago First seen · 322 lines · 78 tokens per session scan A 9897f9d1b135
gameobject-component-modify is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,079 stars, last pushed 9d ago), licensed Apache-2.0. It adds 78 tokens to every session and 2,716 once invoked, about $0.0004 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.
Other skills, from other repositories
unity-mcp-orchestrator
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for…
blender-to-unity
Hand off a model from Blender (via BlenderMCP) into Unity (via MCP for Unity) — export the current Blender model, import it through importmodelfile, and place it in the open scene. Use when the user has BlenderMCP and MCP for Unity both connected and wants to bring a Blender model into Unity. Does NOT drive Blender's…
mcp-source
Switch MCP for Unity package source in connected Unity projects. Use /mcp-source [main|beta|branch|local] to swap between upstream releases, your remote branch, or local dev checkout.
play
Start or resume an RPG adventure. Creates worlds, characters, and runs the game.
augment-world
Add new content to an existing world pack. Batch add monsters, NPCs, items, locations, and encounters.
combat-mode
Enter focused combat mode with only combat-relevant tools available. Optimized for fast, decisive tactical play.