414 lines
14 KiB
Markdown
414 lines
14 KiB
Markdown
---
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name: gameobject-find
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description: 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`.
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---
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# GameObject / Find
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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.
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## Toggles (all default `false` to keep responses small)
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- `includeData` — full editable GameObject data (tag, layer, etc.).
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- `includeComponents` — attached components references.
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- `includeBounds` — 3D bounds.
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- `includeHierarchy` — hierarchy metadata.
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- `hierarchyDepth` (default 0) — depth of the hierarchy to include. `0` = target only, `1` = one layer below, etc.
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## Path-scoped reads (token-saving)
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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.
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## Path syntax
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`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`. Leading `#/` is stripped.
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## How to Call
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```bash
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unity-mcp-cli run-tool gameobject-find --input '{
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"gameObjectRef": "string_value",
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"includeData": false,
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"includeComponents": false,
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"includeBounds": false,
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"includeHierarchy": false,
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"hierarchyDepth": 0,
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"paths": "string_value",
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"viewQuery": "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-find --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-find --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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| `includeData` | `boolean` | No | Include editable GameObject data (tag, layer, etc). |
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| `includeComponents` | `boolean` | No | Include attached components references. |
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| `includeBounds` | `boolean` | No | Include 3D bounds of the GameObject. |
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| `includeHierarchy` | `boolean` | No | Include hierarchy metadata. |
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| `hierarchyDepth` | `integer` | No | Determines the depth of the hierarchy to include. 0 - means only the target GameObject. 1 - means to include one layer below. |
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| `paths` | `any` | No | Optional. List of paths to read individually via Reflector.TryReadAt. When supplied, replaces 'includeData'-style full serialization with a path-scoped aggregate. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Mutually exclusive with 'viewQuery'. |
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| `viewQuery` | `any` | No | Optional. View-query filter routed through Reflector.View. When supplied, replaces 'includeData'-style full serialization with the filtered subtree. Mutually exclusive with 'paths'. |
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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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"includeData": {
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"type": "boolean"
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},
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"includeComponents": {
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"type": "boolean"
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},
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"includeBounds": {
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"type": "boolean"
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},
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"includeHierarchy": {
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"type": "boolean"
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},
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"hierarchyDepth": {
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"type": "integer"
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},
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"paths": {
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"$ref": "#/$defs/System.Collections.Generic.List(System.String)"
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},
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"viewQuery": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.ViewQuery"
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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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"System.Collections.Generic.List(System.String)": {
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"type": "array",
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"items": {
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"type": "string"
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}
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},
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"com.IvanMurzak.ReflectorNet.Model.ViewQuery": {
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"type": "object",
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"properties": {
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"Path": {
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"type": "string",
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"description": "Navigate to this path first, then serialize only that subtree. Path segments are separated by '/'. Use '[i]' for array/list index (e.g. 'users/[2]/name') and '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Examples: 'admin/name', 'users/[0]/email', 'config/[timeout]'. Leave null to start from the root object."
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},
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"NamePattern": {
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"type": "string",
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"description": "Case-insensitive .NET regex pattern matched against field and property names. Only branches containing at least one match are kept in the result tree. Examples: 'orbitRadius' (exact name), 'orbit.*' (prefix match), 'radius|speed' (either name). When nothing matches, the root envelope is returned with empty fields/props. Leave null to return all fields and properties without filtering."
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},
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"MaxDepth": {
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"type": "integer",
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"description": "Maximum nesting depth of the returned serialized tree. 0 = root type name and value only — no nested fields or properties. 1 = one level of fields/props visible, their children stripped. 2 = two levels visible, and so on. Leave null (default) for unlimited depth."
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},
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"TypeFilter": {
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"$ref": "#/$defs/System.Type",
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"description": "When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type."
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}
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}
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}
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},
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"required": [
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"gameObjectRef"
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]
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}
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```
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## Output
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### Output JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"result": {
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"$ref": "#/$defs/AIGD.GameObjectData"
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}
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},
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"$defs": {
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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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"System.Type": {
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"type": "string"
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},
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"com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
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"type": "object",
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"properties": {
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"typeName": {
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"type": "string",
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"description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
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},
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"name": {
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"type": "string",
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"description": "Object name."
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},
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"value": {
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"description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
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},
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"fields": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
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"description": "Nested field value."
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},
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"description": "Fields of the object, serialized as a list of 'SerializedMember'."
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},
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"props": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
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"description": "Nested property value."
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},
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"description": "Properties of the object, serialized as a list of 'SerializedMember'."
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}
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},
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"required": [
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"typeName"
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],
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"additionalProperties": false
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},
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"com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
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}
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},
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"UnityEngine.Bounds": {
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"type": "object",
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"properties": {
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"center": {
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"type": "object",
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"properties": {
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"x": {
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"type": "number"
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},
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"y": {
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"type": "number"
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},
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"z": {
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"type": "number"
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}
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},
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"required": [
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"x",
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"y",
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"z"
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]
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},
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"size": {
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"type": "object",
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"properties": {
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"x": {
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"type": "number"
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},
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"y": {
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"type": "number"
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},
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"z": {
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"type": "number"
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}
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},
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"required": [
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"x",
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"y",
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"z"
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]
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}
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},
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"required": [
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"center",
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"size"
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],
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"additionalProperties": false
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},
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"AIGD.GameObjectMetadata": {
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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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},
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"path": {
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"type": "string"
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},
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"name": {
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"type": "string"
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},
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"sceneName": {
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"type": "string"
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},
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"tag": {
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"type": "string"
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},
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"activeSelf": {
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"type": "boolean"
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},
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"activeInHierarchy": {
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"type": "boolean"
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},
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"children": {
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"$ref": "#/$defs/System.Collections.Generic.List(AIGD.GameObjectMetadata)"
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}
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},
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"required": [
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"instanceID",
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"activeSelf",
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"activeInHierarchy"
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]
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},
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"System.Collections.Generic.List(AIGD.GameObjectMetadata)": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/AIGD.GameObjectMetadata"
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}
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},
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"AIGD.ComponentDataShallow-1": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/AIGD.ComponentDataShallow"
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}
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},
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"AIGD.ComponentDataShallow": {
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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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},
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"typeName": {
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"type": "string"
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},
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"isEnabled": {
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"type": "string",
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"enum": [
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"False",
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"True",
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"NA"
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]
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}
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},
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"required": [
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"instanceID",
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"isEnabled"
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]
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},
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"AIGD.GameObjectData": {
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"type": "object",
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"properties": {
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"Reference": {
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"$ref": "#/$defs/AIGD.GameObjectRef",
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"description": "Find GameObject in opened Prefab or in the active Scene."
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},
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"Data": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
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"description": "GameObject editable data (tag, layer, etc)."
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},
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"Bounds": {
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"$ref": "#/$defs/UnityEngine.Bounds",
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"description": "Bounds of the GameObject."
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},
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"Hierarchy": {
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"$ref": "#/$defs/AIGD.GameObjectMetadata",
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"description": "Hierarchy metadata of the GameObject."
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},
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"Components": {
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"$ref": "#/$defs/AIGD.ComponentDataShallow-1",
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"description": "Attached components shallow data of the GameObject (Read-only, use Component modification tool for modification)."
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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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