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AccelByte Unity MCP Server

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by AccelByte

unity_trigger_recompile

Refresh Unity's AssetDatabase and trigger script recompilation after writing C# backing classes, eliminating the need to manually switch to the editor.

Instructions

Refresh Unity's AssetDatabase, then ask the Unity editor to recompile all C# scripts via CompilationPipeline.RequestScriptCompilation(). Use after writing a C# backing class to import new/changed files without switching focus to the editor manually. Poll unity_ui_bridge_health.response.isCompiling until false.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
bridgeUrlNo
classPathNoProject-local generated C# backing class path to import before compiling.
editorPathNo
projectPathYesUnity project root.
backingClassPathNoAlias for classPath.
changedAssetPathsNoProject-local changed asset paths Unity should import before compiling.
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description must disclose behavior. It explains the side effect (recompilation) and that it should be polled for completion. However, it omits whether calling during an ongoing compilation is safe or what happens if it fails.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is two sentences long, front-loaded with the core action. It is efficient but could be restructured slightly for clarity (e.g., separating usage and polling advice). No wasted words.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given 6 parameters and no output schema, the description covers the main usage but lacks details on return values, error handling, or parameter roles. The polling hint is helpful, but overall the tool is only partially described.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters2/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The description does not explain any of the 6 parameters. Schema coverage is 67%, but the description adds no value beyond the schema. For parameters like 'changedAssetPaths' and 'classPath', users would benefit from clarity on usage, which is missing.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states it refreshes AssetDatabase and triggers recompilation via CompilationPipeline.RequestScriptCompilation(). It distinguishes itself from sibling tools (e.g., unity_ui_bridge_health) by specifying a unique action not performed by others.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description explicitly says to use after writing a C# backing class to import files without switching focus, and advises polling unity_ui_bridge_health.response.isCompiling until false. It does not mention alternatives or when not to use, but the context implies this is the dedicated tool for recompilation.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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