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unity_gameobject_duplicate

Duplicate a GameObject in Unity, including all its children and components. Specify the original by path or instance ID, and optionally set a new name.

Instructions

Duplicate a GameObject with all its children and components.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathNoHierarchy path or name of the GameObject to duplicate
portNoUnity instance port (from unity_select_instance). Always include it when multiple instances run.
newNameNoName for the duplicate (default: original name + ' (Copy)')
instanceIdNoInstance ID (alternative to path)
Behavior2/5

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

No annotations are provided, so the description must carry all behavioral disclosure. It only says 'duplicate' without explaining the resulting object's position, hierarchy, naming, or side effects. The description is too minimal for safe usage.

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 one sentence with 8 words, very concise. It front-loads the main action. However, it could include a bit more context without becoming verbose.

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?

For a duplication tool with 4 parameters and no output schema, the description is incomplete. It doesn't mention what the tool returns, how it handles errors, or the impact on the scene hierarchy. More detail is needed.

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%, so each parameter already has a description. The tool description adds no additional semantics beyond what is in the schema. 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 clearly states the action ('duplicate'), the resource ('GameObject'), and the scope ('all its children and components'). This distinguishes it from sibling tools like unity_gameobject_create or unity_gameobject_delete.

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 vs alternatives (e.g., duplicate vs create vs instantiate prefab). No prerequisites or limitations 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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