337 lines
13 KiB
Markdown
337 lines
13 KiB
Markdown
---
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name: gameobject-component-get
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description: Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'gameobject-find' to list components first.
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---
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# GameObject / Component / Get
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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.
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## Inputs
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- `gameObjectRef` — the host GameObject.
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- `componentRef` — the specific component to inspect (matched by index or instance ID).
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- `includeFields` (default `true`) — populate the legacy `Fields` list.
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- `includeProperties` (default `true`) — populate the legacy `Properties` list.
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- `deepSerialization` (default `false`) — when populating legacy lists, recurse into nested members.
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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`. 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.
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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-component-get --input '{
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"gameObjectRef": "string_value",
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"componentRef": "string_value",
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"includeFields": false,
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"includeProperties": false,
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"deepSerialization": false,
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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-component-get --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-get --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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| `componentRef` | `any` | Yes | Component reference. Used to find a Component at GameObject. |
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| `includeFields` | `boolean` | No | Include serialized fields of the component. |
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| `includeProperties` | `boolean` | No | Include serialized properties of the component. |
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| `deepSerialization` | `boolean` | No | Performs deep serialization including all nested objects. Otherwise, only serializes top-level members. |
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| `paths` | `any` | No | Optional. List of paths to read individually via Reflector.TryReadAt. When supplied, the legacy 'Fields'/'Properties' lists are skipped and the result is returned in 'View'. 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, the legacy 'Fields'/'Properties' lists are skipped and the filtered subtree is returned in 'View'. 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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"componentRef": {
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"$ref": "#/$defs/AIGD.ComponentRef"
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},
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"includeFields": {
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"type": "boolean"
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},
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"includeProperties": {
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"type": "boolean"
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},
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"deepSerialization": {
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"type": "boolean"
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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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"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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"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": "#/$defs/System.Type",
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"description": "When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type."
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}
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}
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}
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},
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"required": [
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"gameObjectRef",
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"componentRef"
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]
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}
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```
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## Output
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### Output JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"result": {
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"$ref": "#/$defs/AIGD.GetComponentResponse"
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}
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},
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"$defs": {
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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.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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"System.Collections.Generic.List(com.IvanMurzak.ReflectorNet.Model.SerializedMember)": {
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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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"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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"AIGD.GetComponentResponse": {
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"type": "object",
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"properties": {
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"Reference": {
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"$ref": "#/$defs/AIGD.ComponentRef",
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"description": "Reference to the component for future operations."
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},
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"Index": {
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"type": "integer",
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"description": "Index of the component in the GameObject's component list."
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},
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"Component": {
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"$ref": "#/$defs/AIGD.ComponentDataShallow",
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"description": "Basic component information (type, enabled state)."
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},
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"Fields": {
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"$ref": "#/$defs/System.Collections.Generic.List(com.IvanMurzak.ReflectorNet.Model.SerializedMember)",
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"description": "Serialized fields of the component. Populated only on the legacy code path (no 'paths' / no 'viewQuery')."
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},
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"Properties": {
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"$ref": "#/$defs/System.Collections.Generic.List(com.IvanMurzak.ReflectorNet.Model.SerializedMember)",
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"description": "Serialized properties of the component. Populated only on the legacy code path (no 'paths' / no 'viewQuery')."
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},
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"View": {
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"$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
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"description": "Path-scoped read or view-query result, populated when 'paths' or 'viewQuery' was supplied. Null otherwise."
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}
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},
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"required": [
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"Index"
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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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