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unity_material_create

Creates a new material asset in Unity, specifying shader and properties including color and additional shader parameters. Saves at 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.
Behavior2/5

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

No annotations are provided, so the description carries full responsibility. It mentions 'Create' as a mutation but does not disclose side effects (e.g., whether it saves to disk immediately), prerequisites, or error conditions. The nested 'port' parameter hints at parallelism, but the description does not address it.

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 12 words, concisely stating the tool's purpose. It is front-loaded and contains no unnecessary information.

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 moderate complexity (5 parameters, nested objects, no output schema), the description lacks context about the return value, error handling, or the fact that the material is saved in Assets. It does not explain what happens if required parameters are missing (only path is required) or how to use the port parameter for parallel safety.

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 high (80%), so the baseline is 3. The description adds 'with a specified shader and properties,' which aligns with the shader and properties parameters but does not provide additional meaning beyond the schema (e.g., format of color or properties key-value pairs).

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 verb 'Create' and the resource 'new material asset' with optional details about shader and properties, distinguishing it from sibling tools like unity_asset_create_prefab (creates prefabs) and unity_gameobject_create (creates game objects).

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description implies the tool is for creating materials with specific shaders and properties, but it does not explicitly state when to use it versus alternatives (e.g., for modifying existing materials or importing external ones). No when-not-to-use guidance is given.

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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