manage_components
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Group: core · Module: services.tools.manage_components
Description
Add, remove, or set properties on components attached to GameObjects. Actions: add, remove, set_property. Requires target (instance ID or name) and component_type. For READING component data, use the mcpforunity://scene/gameobject/{id}/components resource or mcpforunity://scene/gameobject/{id}/component/{name} for a single component. For creating/deleting GameObjects themselves, use manage_gameobject instead.
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
action | Literal['add', 'remove', 'set_property'] | yes | Action to perform: add (add component), remove (remove component), set_property (set component property) |
target | str | int | yes | Target GameObject - instance ID (preferred) or name/path |
component_type | str | yes | Component type name (e.g., 'Rigidbody', 'BoxCollider', 'MyScript') |
search_method | Literal['by_id', 'by_name', 'by_path'] | None | — | How to find the target GameObject |
property | str | None | — | Property name to set (for set_property action) |
value | str | int | float | bool | dict[Any] | list[Any] | None | — | Value to set (for set_property action). For object references: instance ID (int), asset path (string), or {"guid": "..."} / {"path": "..."}. For Sprite sub-assets: {"guid": "...", "spriteName": " |
properties | dict[str, Any] | str | None | — | Dictionary of property names to values. Example: {"mass": 5.0, "useGravity": false} |
component_index | int | None | — | Zero-based index to select which component when multiple of the same type exist. Use the components resource to discover indices. If omitted, targets the first instance. |
Returns
A dict containing the Unity response. The exact shape depends on the action.
Examples
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