unity-component

Add, remove, and configure components on Unity GameObjects.

1|Updated Feb 28, 2026
One-click install
npx skills add https://github.com/muddyrain/valley-mas --skill unity-component-muddyrain
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-component
Source: https://github.com/muddyrain/valley-mas/tree/main/.codex/skills/unity-skills/skills/component
Command: npx skills add https://github.com/muddyrain/valley-mas --skill unity-component-muddyrain

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity developers spend time manually adding, removing, or configuring common components on GameObjects, leading to inconsistent setups and wasted effort.

Core Features & Use Cases

  • Add, remove, and configure components on single or multiple GameObjects.
  • Support batch operations to minimize API calls when setting up many objects.
  • Guardrails for common component naming and type checks to prevent misconfigurations.
  • Useful for gameplay, physics, UI, and scene setup automation.

Quick Start

Use a single API call to add a Rigidbody to a target GameObject.

Frequently Asked Questions about unity-component

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add a Rigidbody to multiple GameObjects in Unity at once?

You can add a Rigidbody to multiple GameObjects using batch operations through a unified skill interface. This minimizes API calls and ensures consistent component setup across many objects in Unity scenes.

What is the best way to configure physics colliders on Unity GameObjects?

Configuring physics colliders on Unity GameObjects is best handled through a unified skill interface with guardrails. It prevents common misconfigurations by checking component naming and types during setup.

Can I remove an AudioSource component from a GameObject without manual scripting?

Yes, you can remove an AudioSource component from a GameObject without manual scripting. This is done by calling the remove function through the unified skill interface.

Does this Unity component setup approach support batch operations for scene automation?

This Unity component setup approach fully supports batch operations for scene automation. It enables adding, removing, and configuring components on multiple GameObjects simultaneously to minimize API calls.

Why do my Unity component configurations have inconsistent setups across GameObjects?

Inconsistent setups across GameObjects happen when adding components manually. Using a unified skill interface with type guardrails ensures consistent configuration and prevents misconfigurations.