Unity-MCP connects AI coding agents to the Unity game engine through MCP, letting them work with the Unity Editor and running games. It is used by game developers to generate code, automate development and testing, debug projects, and add AI-driven behavior to games. The catalogue entries provide skills, instructions, an MCP integration, and settings for operating this workflow.
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-destroynpx skills add IvanMurzak/Unity-MCP --skill gameobject-destroygit 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-destroy)<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/gameobject-destroy"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/gameobject-destroy.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 | $0.00053 | $0.00963 |
| Opus 5 | $0.00026 | $0.00481 |
| Sonnet 5 | $0.00011 | $0.00193 |
| Haiku 4.5 | $0.00005 | $0.00096 |
Grade A, and why
gameobject-destroy 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 — 140 lines — stays where its author put it; the contents beside it link to each section on GitHub.
GameObject / Destroy
Destroy GameObject and all nested GameObjects recursively in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first.
Behavior
Validates the gameObjectRef, resolves it on the main thread, then calls Object.DestroyImmediate (the immediate variant is required for Editor-mode operations). Returns a DestroyGameObjectResult containing DestroyedName, DestroyedPath, and DestroyedInstanceId so the caller has a record of what was removed.
How to Call
unity-mcp-cli run-tool gameobject-destroy --input '{
"gameObjectRef": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool gameobject-destroy --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool gameobject-destroy --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. |
Input JSON Schema
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
}
},
"$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."
}
},
"required": [
"gameObjectRef"
]
}
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 · 140 lines · 53 tokens per session scan A 09c452945d09
gameobject-destroy is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,079 stars, last pushed 10d ago), licensed Apache-2.0. It adds 53 tokens to every session and 963 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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