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unity_renderer_set_material

Assign a specific material to a GameObject's renderer slot. Provide the path to the GameObject and material asset, with an optional index for multi-material renderers.

Instructions

Assign a material to a GameObject's renderer.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
gameObjectPathYesPath to the target GameObject
materialPathYesPath to the material asset
materialIndexNoMaterial slot index (default: 0)
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?

No annotations are provided, so the description must disclose behavioral traits. It states 'Assign' which implies mutation, but does not mention whether the operation is reversible, what happens to existing materials, or any required permissions. The description is adequate but lacks depth.

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 sentence that conveys the core action. It is concise but could be slightly more structured by separating the purpose from parameter notes. No wasted words.

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?

The tool has 4 parameters (100% schema coverage), no output schema, and no annotations. The description explains the tool's purpose and the port parameter's routing, but lacks details on return values or error states. For a mutation tool with no output schema, this is adequate but not complete.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the baseline is 3. The description adds value by explaining the port parameter's routing purpose and the default materialIndex. However, it does not elaborate on gameObjectPath or materialPath beyond what the schema provides.

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 ('Assign a material') and the target resource ('a GameObject's renderer'). It distinguishes itself from sibling tools like unity_material_create (which creates materials) and unity_component_set_property (which sets arbitrary component properties).

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 usage context (assigning materials to renderers) but does not explicitly state when to use this tool over alternatives. Sibling tools like unity_component_set_reference could also assign materials, but no guidance is provided.

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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