get_object_details
Gets details of one active GameObject: active state, layer, tag, static flag, world and local transform, parent, child count, and the type names of all components (missing scripts are marked). Only a few component types add fields: MeshRenderer materials, MeshFilter mesh, Light, Camera, Collider, and Rigidbody basics.
Category: Scene
Parameters
Section titled “Parameters”| Name | Type | Required | Default | Description |
|---|---|---|---|---|
object_name |
string | Name of the GameObject to inspect (provide either this or object_path) | ||
object_path |
string | Full path to the GameObject (e.g., ‘Parent/Child/Target’). Takes precedence over object_name |
Example call
Section titled “Example call”The arguments below are the required ones; add the optional ones you need.
{ "name": "get_object_details", "arguments": {}}In SuperSave mode
Section titled “In SuperSave mode”When Unity runs with NANORA_MCP_SUPERSAVE=1, call it through the execute meta tool: {"tool": "get_object_details", "args": { … }}. See SuperSave mode.
Source
Section titled “Source”Generated from Assets/NanoraUnityMCP/Editor/Tools/GetObjectDetailsTool.cs (version 1.2.1). The client receives the same schema from tools/list.