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unity_component_set_reference

Set an object reference on a Unity component property. Wire references between GameObjects, components, and assets using asset paths, scene names, component types, or instance IDs.

Instructions

Set an object reference on a component property. Dedicated tool for wiring references between GameObjects, components, and assets. More powerful than set_property for ObjectReference fields — supports resolution by asset path, scene GameObject name, component type, or instance ID.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathNoHierarchy path or name of the target GameObject
instanceIdNoInstance ID of the target GameObject (alternative to path)
componentTypeNoComponent type containing the property (optional — will auto-search all components)
propertyNameYesName of the ObjectReference property to set
assetPathNoAsset path to assign (e.g. 'Assets/Materials/MyMat.mat', 'Assets/Prefabs/Enemy.prefab')
referenceGameObjectNoName or hierarchy path of a scene GameObject to assign
referenceComponentTypeNoWhen referencing a scene object, get a specific component instead of the GameObject itself (e.g. 'Camera', 'AudioSource')
referenceInstanceIdNoInstance ID of the object to assign
clearNoSet to true to clear/null the reference
portNoTarget Unity instance port for parallel-safe routing. Get this from unity_select_instance. When working with multiple Unity instances, ALWAYS include this parameter.
Behavior2/5

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

No annotations are provided, so the description must carry the full burden. It fails to disclose critical behaviors such as whether setting overwrites or merges, error handling, or the fact that the 'clear' parameter exists to nullify a reference. The description only mentions 'set' without covering other possibilities.

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?

The description is concise, with three sentences that efficiently communicate purpose, differentiation, and supported capabilities. There is no redundant or unnecessary information.

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

Completeness2/5

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

Given the tool has 10 parameters and no output schema or annotations, the description should provide more comprehensive guidance. It omits important aspects like the 'clear' parameter, how to choose between different referencing methods, and what happens on success or failure. This leaves significant gaps for an agent trying to use the tool correctly.

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 some context by listing resolution methods (asset path, scene GameObject name, etc.), but it does not explain parameter relationships (e.g., mutual exclusivity of path/instanceId) or elaborate on parameter-specific usage 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 clearly states that the tool sets object references on component properties, specifically for wiring references between GameObjects, components, and assets. It also explicitly distinguishes itself from set_property for ObjectReference fields, making its purpose unambiguous.

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 says it is 'dedicated for wiring references' and 'more powerful than set_property for ObjectReference fields', which implies when to use it. However, it does not explicitly state when not to use it (e.g., for non-ObjectReference fields) or provide alternatives beyond set_property.

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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