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unity_gameobject_set_active

Toggle a GameObject's active state in the Unity scene by hierarchy path, name, or instance ID, enabling precise control over object visibility and behavior.

Instructions

Set a GameObject active or inactive.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathNoHierarchy path or name of the GameObject
instanceIdNoInstance ID (alternative to path)
activeYesWhether the GameObject should be active
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 disclose behavioral traits. It only states the basic effect (set active/inactive) but does not mention side effects, required permissions, 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.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single short sentence, which is concise. However, it could include more context without being 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?

The tool has 4 parameters and no output schema, but the description is minimal. It does not explain return values or error conditions, leaving gaps for an agent.

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 descriptions for all parameters. The description does not add meaning beyond the schema, so baseline score of 3 is appropriate.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the verb 'Set' and the resource 'GameObject active or inactive'. It distinguishes from sibling tools like unity_gameobject_create, unity_gameobject_delete, unity_gameobject_duplicate, etc., which have different purposes.

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. The sibling list includes many GameObject-related tools, but the description does not explain when to use set_active instead of create, delete, or info.

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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