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unity_component_get_referenceable

Inspect an ObjectReference property in a Unity component to discover assignable scene objects and project assets filtered by the expected type. Returns available references before wiring connections.

Instructions

Discover what objects can be assigned to an ObjectReference property. Returns matching scene objects and project assets filtered by the expected type. Useful before wiring references to know what's available.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathNoTarget GameObject path or name
instanceIdNoTarget GameObject instance ID
componentTypeNoComponent type containing the property
propertyNameYesObjectReference property name to inspect
maxResultsNoMaximum results to return (default: 50)
portNoTarget Unity instance port for parallel-safe routing. Get this from unity_select_instance. When working with multiple Unity instances, ALWAYS include this parameter.
Behavior4/5

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

The description clearly states it is a read-only discovery tool ('Discover', 'Returns'), which aligns with no annotations. It mentions filtering by expected type and return of scene objects and project assets, providing behavioral context beyond the input schema.

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 three sentences, each providing essential information: purpose, output, and usage context. It is efficient and front-loaded.

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

Completeness4/5

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

Given no output schema, the description adequately explains return values ('matching scene objects and project assets filtered by the expected type'). For a discovery tool with 6 parameters (1 required), the description covers purpose and usage context well.

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

Parameters3/5

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

Schema description coverage is 100%, so the description adds limited additional meaning. It reiterates that results are filtered by expected type but does not add syntax or format details beyond what the schema provides.

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 uses a specific verb ('Discover') and resource ('objects that can be assigned to an ObjectReference property'), clearly differentiating it from sibling tools like unity_component_get_properties (which reads properties) or unity_component_set_reference (which sets them). It explicitly states the tool returns matching scene objects and project assets filtered by expected type.

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 states it is 'useful before wiring references to know what's available,' implying the tool is for discovery before assignment. However, it does not explicitly exclude usage after wiring or mention when not to use it.

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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