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Get Components

unity_get_components
Read-onlyIdempotent

List all components on a Unity GameObject with enabled flags to inspect behaviour and rendering before modifying it.

Instructions

List all components on a GameObject with enabled flags.

Use when: inspecting what behaviour/rendering an object has before modifying it.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathYesHierarchy path of the GameObject, e.g. 'Player' or 'Level/Enemies/Orc'
response_formatNoOutput format: 'markdown' for human-readable or 'json' for machine-readablemarkdown

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A3.8/5.0
Behavior3/5

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

Annotations already declare readOnlyHint=true, idempotentHint=true, destructiveHint=false, and openWorldHint=false, so the safety profile is fully covered by structured data. The description contributes the useful detail that results include enabled flags, but says nothing about result shape, ordering, or limits on large hierarchies. With annotations doing the heavy lifting, a 3 is appropriate.

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, no filler, with the core action stated first and the usage condition immediately after. Every sentence earns its place.

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?

For a simple read-only inspection tool with full annotation coverage, a fully documented schema, and no output schema, the description covers what it does and when to reach for it. The only gap is the exact shape of the returned list, which is minor given the tool's simplicity.

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 100% - both 'path' (with format examples) and 'response_format' (enum) are fully documented in the schema. The description adds no parameter-level meaning beyond that, so the baseline 3 applies.

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 gives a specific verb and resource ('List all components on a GameObject') plus a scope detail ('with enabled flags'). It is clearly distinguishable in intent from siblings like unity_get_object_info or unity_add_component, though it never names them explicitly.

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

Usage Guidelines4/5

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

It provides an explicit 'Use when:' trigger - inspecting an object's behaviour/rendering before modifying it - which is a clear context for invocation. It stops short of stating when not to use it or naming an alternative (e.g. unity_get_object_info) for adjacent needs.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.