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unity_component_set_property

Set a property value on a Unity component by specifying the GameObject path, component type, property name, and value. Supports floats, ints, strings, bools, vectors, colors, and object references via asset paths, scene object names, or null.

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
gameObjectPathYesPath or name of target GameObject
componentTypeYesComponent type name
propertyNameYesName of the property to set
valueYesValue to set (type depends on property). For ObjectReference: string asset path, string scene object name, null, or {assetPath?, instanceId?, gameObject?, componentType?}
portNoTarget Unity instance port for parallel-safe routing. Get this from unity_select_instance. When working with multiple Unity instances, ALWAYS include this parameter.
Behavior3/5

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

The description discloses supported value types and the special handling for ObjectReferences. Since no annotations are provided, it carries the full burden. It lacks information on side effects, error conditions, or whether changes are undoable. A 3 is appropriate as it adds some behavioral context but misses key aspects.

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 concise at 3 sentences, front-loaded with the main action. The second sentence lists supported types, and the third provides detailed guidance for a complex parameter. No wasted words, though it could be slightly more structured.

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 tool with 5 parameters, no output schema, and no annotations, the description is somewhat complete but lacks details on return values, error messages, or post-conditions. It covers value types well but leaves behavioral gaps.

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 baseline is 3. The description adds value by explaining how to format ObjectReference values beyond the schema's concise description. However, it does not elaborate on other parameter meanings beyond what the schema already 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 clearly states 'Set a property value on a component' with a specific verb and resource, and lists supported value types. It distinguishes itself from siblings like unity_component_get_properties (read) and unity_component_set_reference (specialized reference setting).

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

Usage Guidelines3/5

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

The description provides usage guidance for ObjectReference properties with multiple formats, which is helpful. However, it does not specify when to use this tool versus alternatives like unity_component_batch_wire or unity_set_object_reference for similar operations.

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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