What problem does it solve? Building and restructuring Unity scene hierarchies requires many repetitive editor operations—creating objects, moving them, parenting them, renaming them—which is slow and error-prone when done one object at a time through manual editor work. ## Core Features & Use Cases - Full GameObject Lifecycle: Create primitives or empty objects, duplicate, rename, delete, and toggle active state, with batch variants that collapse N operations into a single call. - Transform & Hierarchy Control: Set world/local position, rotation, scale, RectTransform UI properties, parenting, and sibling order across multiple objects at once. - Query & Inspection: Find objects by name, tag, layer, or component and retrieve detailed info including children and components. - Use Case: When prototyping a level, create a floor and two walls with gameobject_create_batch, position them with gameobject_set_transform_batch, and tag them with gameobject_set_tag_batch—three calls instead of nine. ## Quick Start Ask the AI to create a plane named Floor and two cubes named Wall1 and Wall2, position the walls at x = -5 and x = 5, and tag both as Wall in the current Unity scene.