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unity_scene_hierarchy

Retrieve the hierarchy tree of all GameObjects in the active Unity scene, including components and children. Dense output omits default values to reduce noise.

Instructions

Get the hierarchy tree of all GameObjects in the active scene, including their components and children. Dense by default: per-node fields at their default value (active=true, tag=Untagged, layer=Default, origin position, Transform) are omitted — an absent field means the default.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
portNoUnity instance port (from unity_select_instance). Always include it when multiple instances run.
verboseNoEmit every per-node field even at default values (the pre-2.37 shape).
maxDepthNoMaximum depth to traverse (default: 10)
maxNodesNoMaximum total nodes to return (default: 5000). Use lower values for very large scenes to avoid timeouts.
parentPathNoOnly return hierarchy under this GameObject path (e.g. 'Canvas/Panel'). Useful for exploring specific subtrees in large scenes.
Behavior4/5

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

Discloses dense output (omitting default values) and timeout mitigation via maxNodes. No annotations, so description carries burden; additional details like performance or empty scene behavior could improve transparency.

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?

Two sentences: first states purpose, second explains density. Every sentence adds value, no fluff, front-loaded.

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?

Covers key aspects: hierarchy tree, components, children, dense output, parameter hints. Lacks explicit return format (tree structure), but sufficient given no output schema.

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

Parameters5/5

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

Adds significant meaning beyond schema: explains 'dense by default' for verbose, timeout avoidance for maxNodes, and subtree exploration for parentPath. Schema coverage is 100%, but description enriches.

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?

Description clearly states 'Get the hierarchy tree of all GameObjects in the active scene, including their components and children,' with a specific verb and resource. It distinguishes from siblings like unity_scene_info and 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 Guidelines3/5

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

No explicit when-to-use or when-not-to-use guidance. The description implies usage for exploring hierarchy and handling large scenes via maxDepth and maxNodes, but does not mention alternatives.

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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