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unity_component_set_reference

Wire an object reference onto a component property by resolving the target through asset path, scene GameObject name, or instance ID.

Instructions

Wire an object reference on a component property. Resolves by asset path, scene GameObject name, component type, or instance ID (richer than set_property for ObjectReference fields).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathNoHierarchy path or name of the target GameObject
portNoUnity instance port (from unity_select_instance). Always include it when multiple instances run.
clearNoSet to true to clear/null the reference
assetPathNoAsset path to assign (e.g. 'Assets/Materials/MyMat.mat', 'Assets/Prefabs/Enemy.prefab')
instanceIdNoInstance ID of the target GameObject (alternative to path)
propertyNameYesName of the ObjectReference property to set
componentTypeNoComponent type containing the property (optional — will auto-search all components)
referenceGameObjectNoName or hierarchy path of a scene GameObject to assign
referenceInstanceIdNoInstance ID of the object to assign (64-bit-safe string)
referenceComponentTypeNoWhen referencing a scene object, get a specific component instead of the GameObject itself (e.g. 'Camera', 'AudioSource')
Behavior3/5

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

No annotations are provided, so the description carries the full burden. It discloses that it resolves references via multiple methods and includes a clear parameter for nullifying references. However, it does not describe error handling (e.g., what happens if the path or instance ID is invalid), potential side effects, or permission requirements.

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 two sentences: the first states the core action, the second lists the resolution methods and key differentiator. Every word serves a purpose, and the most important information is front-loaded. No wasted text.

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?

Given the tool has 10 parameters and no output schema or annotations, the description covers the main purpose and resolution methods but omits important context such as return values (likely void), error behavior, and usage prerequisites (e.g., valid Unity instance). It is adequate but leaves gaps for a complex tool.

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 coverage is 100% with each parameter described in the schema. The description adds value by summarizing the resolution methods (asset path, scene name, component type, instance ID) and contrasting with set_property, but it does not provide additional semantic details beyond what the schema already offers.

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 'Wire an object reference on a component property' and clearly states it resolves by asset path, scene GameObject name, component type, or instance ID. It explicitly distinguishes itself from the sibling tool set_property for ObjectReference fields, making its unique purpose clear.

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 indicates this tool is for setting ObjectReference fields and is 'richer than set_property', which guides when to use it. However, it does not explicitly exclude cases where other tools (e.g., set_transform) would be more appropriate, nor does it mention prerequisites like having a valid Unity instance selected.

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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