Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
日本語の概要は準備中です。原文の説明を表示しています。
Add one or more Components to a GameObject in the opened Prefab or active Scene. Component types are looked up by full name (with namespace) or by class-name fallback. Use 'gameobject-find' to locate the host GameObject and 'gameobject-component-list-all' to discover valid component type names.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Add Component to GameObject in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first. Use 'gameobject-component-list-all' tool to find the component type names to add.
componentNames — list of component type names. Each entry may be a fully-qualified type name (preferred) or a bare class name (resolved via fallback to AllComponentTypes).gameObjectRef — the target GameObject. Required.Per-name errors (unknown type, type not assignable to UnityEngine.Component, add-failed/duplicate) are accumulated in response.Errors / response.Warnings instead of throwing, so a single bad name does not abort the whole batch. Successful additions populate response.AddedComponents with ComponentDataShallow snapshots.
unity-mcp-cli run-tool gameobject-component-add --input '{
"componentNames": "string_value",
"gameObjectRef": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool gameobject-component-add --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool gameobject-component-add --input-file - <<'EOF' {"param": "value"} EOF
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.
| Name | Type | Required | Description |
|---|---|---|---|
componentNames | any | Yes | Full name of the Component. It should include full namespace path and the class name. |
gameObjectRef | any | Yes | Find GameObject in opened Prefab or in the active Scene. |
{
"type": "object",
"properties": {
"componentNames": {
"$ref": "#/$defs/System.String-1"
},
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
}
},
"$defs": {
"System.String-1": {
"type": "array",
"items": {
"type": "string"
}
},
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
}
},
"required": [
"componentNames",
"gameObjectRef"
]
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/AIGD.AddComponentResponse"
}
},
"$defs": {
"System.Collections.Generic.List(AIGD.ComponentDataShallow)": {
"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"
]
},
"System.Collections.Generic.List(System.String)": {
"type": "array",
"items": {
"type": "string"
}
},
"AIGD.AddComponentResponse": {
"type": "object",
"properties": {
"AddedComponents": {
"$ref": "#/$defs/System.Collections.Generic.List(AIGD.ComponentDataShallow)",
"description": "List of successfully added components."
},
"Messages": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)",
"description": "List of success messages for added components."
},
"Warnings": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)",
"description": "List of warnings encountered during component addition."
},
"Errors": {
"$ref": "#/$defs/System.Collections.Generic.List(System.String)",
"description": "List of errors encountered during component addition."
}
}
}
},
"required": [
"result"
]
}
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
日本語の概要は準備中です。原文の説明を表示しています。
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
日本語の概要は準備中です。原文の説明を表示しています。
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
日本語の概要は準備中です。原文の説明を表示しています。
Search the Unity asset database using a search filter string. The filter accepts names, labels (`l:`), types (`t:`), AssetBundles (`b:`), areas (`a:`), and globs (`glob:`). See the body for the full filter syntax.
日本語の概要は準備中です。原文の説明を表示しています。
Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.
日本語の概要は準備中です。原文の説明を表示しています。
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' to find the asset first.
日本語の概要は準備中です。原文の説明を表示しています。