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unity_scene_hierarchy

Retrieve the full hierarchy of GameObjects in the active Unity scene, including components and children, with options to limit depth and nodes.

Instructions

Get the full hierarchy tree of all GameObjects in the active scene, including their components and children.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
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.
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 carries the burden. It states the tool returns all GameObjects and components, implying a read operation, but does not disclose potential performance impacts or side effects. The parameter hints (e.g., maxNodes to avoid timeouts) add some 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?

The description is a single, well-structured sentence that immediately conveys the tool's core purpose. Every word adds value; there is no redundancy or unnecessary detail.

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?

Given the absence of an output schema, the description partially explains the return value ('full hierarchy tree' with components and children) but does not detail the exact structure or format. The parameter descriptions help, but the overall completeness is moderate.

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 coverage is 100%, so the schema already documents parameters. The description adds value beyond the schema by providing usage context for each parameter (e.g., 'Useful for exploring specific subtrees' for parentPath, 'ALWAYS include this parameter' for port). This extra guidance improves the agent's understanding.

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 'Get', the resource 'full hierarchy tree', and the scope 'of all GameObjects in the active scene, including their components and children'. It uniquely identifies the tool's purpose and distinguishes it from sibling tools like unity_scene_info or 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?

The main description lacks explicit guidance on when to use this tool versus alternatives. However, the parameter descriptions provide implicit usage hints (e.g., using parentPath for subtrees, adjusting maxNodes for large scenes). No direct comparison to sibling tools 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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