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