新增文档
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---
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name: gameobject-component-destroy
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description: Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
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---
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# GameObject / Component / Destroy
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Destroy one or many components from target GameObject. Can't destroy missed components. Use 'gameobject-find' tool to find the target GameObject and 'gameobject-component-get' to get component details first.
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## Inputs
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- `gameObjectRef` — the host GameObject.
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- `destroyComponentRefs` — `ComponentRefList` of components to destroy (matched against the GameObject's components).
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## Behavior
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Iterates `go.GetComponents<Component>()`, skipping null entries (missing scripts). For each non-null component that matches one of `destroyComponentRefs`, the tool snapshots a `ComponentRef`, calls `Object.DestroyImmediate`, and records the destroyed reference. If no component matches at all, throws with the help text from `Error.NotFoundComponents` (which includes a preview of all available components on the GameObject).
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## How to Call
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```bash
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unity-mcp-cli run-tool gameobject-component-destroy --input '{
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"gameObjectRef": "string_value",
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"destroyComponentRefs": "string_value"
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}'
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```
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> For complex input (multi-line strings, code), save the JSON to a file and use:
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> ```bash
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> unity-mcp-cli run-tool gameobject-component-destroy --input-file args.json
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> ```
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>
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> Or pipe via stdin (recommended):
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> ```bash
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> unity-mcp-cli run-tool gameobject-component-destroy --input-file - <<'EOF'
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> {"param": "value"}
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> EOF
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> ```
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### Troubleshooting
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If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead.
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Read the /unity-initial-setup skill for detailed installation instructions.
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## Input
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| Name | Type | Required | Description |
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|------|------|----------|-------------|
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| `gameObjectRef` | `any` | Yes | Find GameObject in opened Prefab or in the active Scene. |
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| `destroyComponentRefs` | `any` | Yes | Component reference array. Used to find Component at GameObject. |
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### Input JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"gameObjectRef": {
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"$ref": "#/$defs/AIGD.GameObjectRef"
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},
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"destroyComponentRefs": {
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"$ref": "#/$defs/AIGD.ComponentRefList"
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}
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},
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"$defs": {
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"System.Type": {
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"type": "string"
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},
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"AIGD.GameObjectRef": {
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"type": "object",
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"properties": {
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"instanceID": {
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"type": "integer",
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"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
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},
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"path": {
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"type": "string",
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"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
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},
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"name": {
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"type": "string",
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"description": "Name of a GameObject in hierarchy. Priority: 3."
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},
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"assetType": {
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"$ref": "#/$defs/System.Type",
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"description": "Type of the asset."
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},
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"assetPath": {
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"type": "string",
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"description": "Path to the asset within the project. Starts with 'Assets/'"
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},
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"assetGuid": {
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"type": "string",
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"description": "Unique identifier for the asset."
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}
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},
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"required": [
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"instanceID"
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],
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"description": "Find GameObject in opened Prefab or in the active Scene."
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},
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"AIGD.ComponentRef": {
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"type": "object",
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"properties": {
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"index": {
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"type": "integer",
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"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."
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},
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"typeName": {
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"type": "string",
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"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."
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},
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"instanceID": {
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"type": "integer",
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"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
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}
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},
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"required": [
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"index",
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"instanceID"
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],
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"description": "Component reference. Used to find a Component at GameObject."
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},
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"AIGD.ComponentRefList": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/AIGD.ComponentRef",
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"description": "Component reference. Used to find a Component at GameObject."
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},
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"description": "Component reference array. Used to find Component at GameObject."
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}
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},
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"required": [
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"gameObjectRef",
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"destroyComponentRefs"
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]
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}
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```
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## Output
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### Output JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"result": {
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"$ref": "#/$defs/AIGD.DestroyComponentsResponse"
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}
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},
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"$defs": {
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"AIGD.ComponentRefList": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/AIGD.ComponentRef",
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"description": "Component reference. Used to find a Component at GameObject."
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},
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"description": "Component reference array. Used to find Component at GameObject."
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},
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"AIGD.ComponentRef": {
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"type": "object",
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"properties": {
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"index": {
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"type": "integer",
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"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."
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},
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"typeName": {
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"type": "string",
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"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."
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},
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"instanceID": {
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"type": "integer",
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"description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'."
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}
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},
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"required": [
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"index",
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"instanceID"
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],
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"description": "Component reference. Used to find a Component at GameObject."
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},
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"AIGD.DestroyComponentsResponse": {
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"type": "object",
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"properties": {
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"DestroyedComponents": {
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"$ref": "#/$defs/AIGD.ComponentRefList",
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"description": "List of destroyed components."
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}
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}
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}
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},
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"required": [
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"result"
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]
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}
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```
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