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unity_material_create

Create a new material asset in Unity, specifying shader, color, and other properties, and saving it to a given path.

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')
shaderNoShader name (e.g. 'Standard', 'Universal Render Pipeline/Lit')
colorNo
propertiesNoAdditional shader properties as key-value pairs
portNoTarget Unity instance port for parallel-safe routing. Get this from unity_select_instance. When working with multiple Unity instances, ALWAYS include this parameter.
Behavior3/5

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

With no annotations, the description must disclose behavioral traits. It mentions creation but doesn't clarify if overwriting existing materials is allowed, if the asset is saved to disk, or if shader properties are validated. The 'port' parameter's importance is noted but no behavioral context on failures.

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?

One sentence, front-loaded with purpose. No wasted words. Efficient.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The tool is a straightforward creation with parameters well-documented in schema. No output schema, so return value is implied (likely the created asset). The description is sufficient for a simple creation tool given schema coverage, though lacks detail on behavior for overwrites.

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 80% (4 of 5 parameters have descriptions). The description adds minimal meaning beyond the schema: it lists 'shader' and 'properties' but doesn't elaborate on the 'color' parameter's structure or default behavior. Baseline 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 tool creates a new material asset with a specified shader and properties. The verb 'create' and resource 'material asset' are specific, and it differentiates from siblings like 'unity_asset_create_prefab' which creates prefabs.

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. For example, 'unity_renderer_set_material' assigns materials to renderers, but no distinction is made. Also, no mention of prerequisites or constraints.

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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