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unity_component_set_property

Sets a property value on a Unity component. Supports floats, ints, strings, bools, vectors, colors, and object references using asset paths or scene object names.

Instructions

Set a property value on a component. Supports floats, ints, strings, bools, vectors, colors, and object references. For ObjectReference properties, pass value as: an asset path string, a scene object name string, null to clear, or an object with {assetPath}, {instanceId}, or {gameObject, componentType}.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
portNoUnity instance port (from unity_select_instance). Always include it when multiple instances run.
valueYesValue to set. ObjectReference accepts: asset path, scene object name, null, or {assetPath?, instanceId?, gameObject?, componentType?}
propertyNameYesName of the property to set
componentTypeYesComponent type name
gameObjectPathYesPath or name of target GameObject
Behavior3/5

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

No annotations provided, so description must disclose behavior. It covers supported value types and ObjectReference formats but omits side effects, error handling, or whether modifications are immediate/persistent.

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

Conciseness5/5

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

Three sentences: purpose, supported types, and complex parameter guidance. Front-loaded and no unnecessary 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?

Covers key inputs and value types but lacks information on return value (none specified), error conditions, or how to discover valid property names. Adequate but not comprehensive given 5 parameters and no output schema.

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

Parameters4/5

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

Schema coverage is 100% with brief descriptions. The description adds significant value for the 'value' parameter, detailing ObjectReference formats (asset path, scene object, null, structured object), which goes beyond the schema.

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?

Clearly states it sets a property value on a component, lists supported types, and distinguishes ObjectReference handling from sibling tools like unity_component_set_reference.

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 guidance on when to use this tool versus alternatives such as unity_component_set_reference or unity_set_object_reference for ObjectReference properties. The description does not mention prerequisites or context.

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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