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unity_gameobject_reparent

Moves a GameObject to a new parent in the Unity hierarchy, optionally preserving world position. Specify object by path or instance ID.

Instructions

Move a GameObject under a new parent in the hierarchy.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathNoHierarchy path or name of the GameObject to move
portNoUnity instance port (from unity_select_instance). Always include it when multiple instances run.
newParentNoPath of the new parent (empty string for scene root)
instanceIdNoInstance ID (alternative to path)
worldPositionStaysNoMaintain world position after reparenting (default: true)
Behavior2/5

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

No annotations are provided, so the description carries full burden. It only states the basic action, but does not disclose optional behaviors like the effect of 'worldPositionStays', undo behavior, or what happens to child objects.

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?

Single, concise sentence (9 words) that front-loads the verb and object. No wasted words.

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 tool with 5 parameters (including alternative identifiers) and no output schema, the description is too brief. Missing explanations of parameter interactions, defaults (worldPositionStays default true), and the distinction between path and instanceId.

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 the schema already documents all parameters. The description adds no additional meaning or context beyond the schema.

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 ('Move') and the resource ('GameObject under a new parent'). It is specific and distinguishes from sibling tools like unity_gameobject_delete or unity_gameobject_set_active.

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 versus alternatives, no prerequisites (e.g., GameObject must exist, parent must exist), and no examples of typical use cases.

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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