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Get Play Mode State

unity_get_play_mode
Read-onlyIdempotent

Check whether the Unity Editor is stopped, playing, or paused before making edits, since changes made during play mode are discarded when playback stops.

Instructions

Report stopped|playing|paused. Use before set or before assuming edits apply (edits in play mode are discarded on stop).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.3/5.0
Behavior4/5

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

Annotations already declare readOnlyHint, idempotentHint, and destructiveHint=false, so the safety profile is covered. The description adds non-obvious behavioral context beyond the annotations: play-mode edits being discarded on stop, which materially affects downstream decisions.

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 tight sentences with no wasted words. The return values are front-loaded and the usage rationale follows immediately, so the most decision-relevant information comes first.

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?

With no parameters, no output schema, and full annotation coverage, the description covers what an agent needs: what is returned and why to call it. A brief note on state-transition timing or refreshed-after-call behavior would make it 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?

The tool takes zero parameters, so the baseline of 4 applies. The description usefully documents the shape of the return value as an enum-like state, which is meaningful given no output schema exists.

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?

States a specific verb (Report) and resource (play mode state) plus the exact response vocabulary (stopped|playing|paused), so the agent knows precisely what it returns. It does not, however, distinguish itself from the similarly named sibling unity_get_game_state, leaving a small ambiguity.

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

Usage Guidelines5/5

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

Explicitly tells the agent when to call it: 'Use before set or before assuming edits apply'. It even supplies the reason (edits in play mode are discarded on stop), which is exactly the kind of when-and-why guidance that prevents wrong sequencing with unity_set_play_mode.

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