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unity_gameobject_set_active

Activate or deactivate a Unity GameObject in the scene using its hierarchy path or instance ID.

Instructions

Set a GameObject active or inactive.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathNoHierarchy path or name of the GameObject
portNoUnity instance port (from unity_select_instance). Always include it when multiple instances run.
activeYesWhether the GameObject should be active
instanceIdNoInstance ID (alternative to path)
Behavior2/5

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

With no annotations, the description carries full burden. It only states the basic function without mentioning side effects (e.g., children deactivation), error conditions (e.g., missing GameObject), or whether it's immediate. This is insufficient for a mutation tool.

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, clear sentence with no wasted words. It could slightly expand on usage context without losing conciseness, but as is, it's efficient.

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?

For a simple boolean toggle tool, the description is adequate but lacks full context. It doesn't mention return values (none implied) or that the operation is immediate. Additional hints about GameObject identification would improve completeness.

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 each parameter. The description adds no extra meaning beyond what the schema provides, meeting the baseline for high coverage.

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 ('Set') and the resource ('GameObject active or inactive'), which is specific and distinguishes it from sibling tools like unity_gameobject_delete or unity_gameobject_info.

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 is provided on when to use this tool versus alternatives (e.g., unity_gameobject_info to check state, or other modification tools). The description lacks context on prerequisites or when not to use it.

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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