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 becomes 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 flexible targeting via entityId, instanceId, path, or name. - Transform & Hierarchy Control: Set world/local position, rotation, scale, RectTransform UI properties, and parent-child relationships in a scene. - Batch-First Operations: Batch variants of every mutating skill reduce N API calls to 1 when operating on 2 or more objects. - 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 parent empty GameObject named Environment with two cube children positioned at x equals -5 and x equals 5 using the batch gameobject skills.