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unity_gameobject_create

Creates a new GameObject in the Unity scene with optional primitive type, parent, position, rotation, and scale.

Instructions

Create a new GameObject in the scene. Can specify primitive type (Cube, Sphere, Capsule, Cylinder, Plane, Quad), parent, and initial transform.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName for the new GameObject
portNoUnity instance port (from unity_select_instance). Always include it when multiple instances run.
scaleNo
parentNoPath or name of parent GameObject (optional)
positionNo
rotationNo
primitiveTypeNoOptional primitive: Cube, Sphere, Capsule, Cylinder, Plane, Quad, Empty
Behavior2/5

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

With no annotations, the description carries full burden for behavioral disclosure. It states that the tool creates a GameObject and allows specifying primitive type, parent, and transform, but lacks details on side effects (e.g., name uniqueness handling, default values, whether creation is in the current scene). The return value is not mentioned, which is a gap.

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 a single sentence of 25 words that immediately states the core action and key capabilities. Every word is necessary, and no fluff is present.

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's complexity (7 parameters, nested objects, no output schema, no annotations), the description is too brief. It does not explain the behavior of optional transform parameters (e.g., world vs local), implications of omitting parameters, or what the tool returns. For a creation tool, this is incomplete.

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 57%, with descriptions for name, port, parent, and primitiveType. The description adds collective context for transform (position, rotation, scale) but does not provide additional constraints, units, or default behavior beyond what the schema already conveys. Baseline 3 is appropriate.

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 explicitly states 'Create a new GameObject in the scene', which is a specific verb and resource. It further distinguishes from sibling tools by mentioning optional parameters like primitive type, parent, and transform, making the creation intent clear.

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 implies usage when a new GameObject is needed but does not provide explicit guidance on when to use this tool versus alternatives such as unity_gameobject_instantiate_prefab or other creation methods. No exclusions or conditions are mentioned.

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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