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unity_material_create

Create a material asset with a specified shader, color, and properties. Define the save path and optionally overwrite existing materials.

Instructions

Create a new material asset with a specified shader and properties.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathYesSave path (e.g. 'Assets/Materials/MyMat.mat')
portNoUnity instance port (from unity_select_instance). Always include it when multiple instances run.
colorNo
shaderNoShader name (e.g. 'Standard', 'Universal Render Pipeline/Lit')
overwriteNoReplace an existing material (default false).
propertiesNoAdditional shader properties as key-value pairs
Behavior2/5

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

Without annotations, the description must carry behavioral transparency but only states the basic creation action. It does not disclose side effects (e.g., file system changes, asset database refresh), error scenarios, or what happens with the 'overwrite' parameter (though schema hints at it). No contradictions with annotations as none exist.

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 10 words, front-loading the core purpose without extraneous detail. Every word earns its place, and the structure is direct and efficient.

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?

Despite having 6 parameters (including nested objects) and no output schema, the description is extremely brief. It lacks information about return values, defaults, error conditions, and the effect of the 'overwrite' parameter. The agent would need to infer too much from the schema alone.

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 83% (5 of 6 parameters described), so baseline is 3. The description adds 'with a specified shader and properties' which partially rephrases the schema descriptions for 'shader' and 'properties', but does not clarify path, color, overwrite, or port semantics beyond the schema. Minimal value added.

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 action ('Create'), the resource ('new material asset'), and the specific context ('with a specified shader and properties'). It distinguishes this tool from the many sibling asset tools by focusing on material creation, though it does not explicitly differentiate from similar tools like unity_asset_import.

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, such as modifying an existing material or importing a material. There are no usage prerequisites, not-conditions, or references to other tools, leaving the agent to infer suitability.

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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