Skip to main content
Glama

unity_component_set_property

Set serialized component property values in Unity: numbers, strings, bools, vectors, colors, enums, or object references via GameObject path and property name.

Instructions

Set a serialized component property: numbers, strings, bools, vectors, colors, enums or object references.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
portNoUnity instance port (from unity_select_instance). Always include it when multiple instances run.
valueYesObjectReference: asset path, scene name, null, or {assetPath?,instanceId?,gameObject?,componentType?}. Enum: name, index (0-based), or {enumValue:int} for flags/raw values.
propertyNameYesName of the property to set
componentTypeYesComponent type name
gameObjectPathYesPath or name of target GameObject

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv2.36.0
    • changedInput schema / properties / value / description
      Previous value: -"Value to set. ObjectReference accepts: asset path, scene object name, null, or {assetPath?, instanceId?, gameObject?, componentType?}"New value: +"ObjectReference: asset path, scene name, null, or {assetPath?,instanceId?,gameObject?,componentType?}. Enum: name, index (0-based), or {enumValue:int} for flags/raw values."
  2. Changed3 schema fields changedv2.35.6
    • changedInput schema / properties / port / description
      Previous value: -"Target Unity instance port for parallel-safe routing. Get this from unity_select_instance. When working with multiple Unity instances, ALWAYS include this parameter."New value: +"Unity instance port (from unity_select_instance). Always include it when multiple instances run."
    • changedInput schema / properties / value / description
      Previous value: -"Value to set (type depends on property). For ObjectReference: string asset path, string scene object name, null, or {assetPath?, instanceId?, gameObject?, componentType?}"New value: +"Value to set. ObjectReference accepts: asset path, scene object name, null, or {assetPath?, instanceId?, gameObject?, componentType?}"
    • addedInput schema / properties / value / type
      Added value: +[
      +  "string",
      +  "number",
      +  "boolean",
      +  "object",
      +  "array",
      +  "null"
      +]
  3. Addedv2.28.1

TDQS

C2.9/5.0
Behavior2/5

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

With no annotations, the description carries the full behavioral burden. 'Serialized' hints the change persists into saved scene/prefab data, but it says nothing about permissions, whether the scene is marked dirty, undo integration, play-mode behavior, or reversibility for a mutation tool.

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?

A single front-loaded sentence with no filler or redundancy. It is efficient, though it spends its short length on a type enumeration rather than behavioral scoping.

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?

For a mutation tool with no annotations and no output schema, the parameter side is well covered by the schema, but the lifecycle behavior (dirtying, saving, undo, play mode) is entirely absent, leaving the definition only minimally sufficient.

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 baseline is 3. The schema already documents port, value formats, propertyName, componentType, and gameObjectPath; the description's type list adds only a marginal restatement.

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

Purpose4/5

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

States a specific verb+resource ('Set a serialized component property') and enumerates the value types it handles. It does not, however, differentiate itself from adjacent siblings like unity_component_set_reference or unity_set_object_reference, which also write component state.

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

Usage Guidelines2/5

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

No when-to-use guidance, no alternatives named, and no distinction from the reference-setting siblings, even though the value field explicitly supports object references. The agent must infer routing from the name alone.

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

Deploy Server

Other Tools