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Set Transform

unity_set_transform
Idempotent

Update a Unity GameObject's world position or rotation, or local scale, by sending only the transform fields you want to change. Ideal for moving objects without altering untouched transform values.

Instructions

Partially update position (world), rotation euler degrees (world), scale (local). Provide only fields to change.

Example: {"path":"Player","position":[0,1,0]} moves player without touching rotation.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A3.9/5.0
Behavior4/5

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

Annotations declare non-readOnly, idempotent, non-destructive, which the description does not contradict. The description adds genuinely useful behavior beyond the annotations: the coordinate space per field (position world, rotation world euler degrees, scale local) and the partial-update contract, both critical to getting correct results.

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?

Three short, front-loaded sentences: the operation, the partial-update rule, then a concrete example. Every sentence earns its place with no filler.

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 mutation tool with no output schema and a completely empty input schema, the description supplies the essential calling information (fields, spaces, partial semantics, example). It omits error behavior and what happens if the named object is not found, which are minor but real gaps.

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 input schema is empty, so the description carries the full burden and does supply the meaningful field names (path, position, rotation, scale), their coordinate spaces, and a concrete call example. It stops short of a formal field list, defaults, or required-vs-optional markers beyond the example's implication that path is needed.

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 (set) and resource (transform) and enumerates the three affected properties with their coordinate spaces, so the agent knows exactly what changes. It does not, however, distinguish itself from close siblings such as unity_set_component_property or unity_create_gameobject, which also mutate scene objects.

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?

"Provide only fields to change" implies partial-update semantics, which is useful usage guidance. But there is no statement of when to prefer this over unity_set_component_property or unity_execute_code, and no prerequisites (e.g., the target object must already exist).

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