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SamDreamsMaker

Unity API Communicator MCP Server

asset_create

Create new assets in Unity projects including Materials, Scripts, Shaders, ScriptableObjects, AnimationClips, and AnimatorControllers. Specify asset type, name, and destination folder to generate project files.

Instructions

Create a new asset in the project. Supported types: Material, Script, Shader, ScriptableObject, AnimationClip, AnimatorController, and more.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
assetTypeYesType of asset: Material, Script, Shader, ScriptableObject, AnimationClip, AnimatorController, etc.
nameYesName of the new asset
templateNoTemplate or shader name (e.g. 'Standard' for materials)
destinationNoFolder path (default: 'Assets'). E.g. Assets/Materials
Behavior2/5

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

With no annotations provided, the description carries full burden but lacks critical behavioral details. It doesn't disclose permissions required, whether creation is reversible, error handling, or what happens on success/failure. 'Create' implies mutation, but no safety or side-effect information is included.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two concise sentences with no fluff. The first states the core purpose, the second provides useful examples. However, it could be more front-loaded with critical behavioral information given the lack of annotations.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a creation tool with no annotations and no output schema, the description is incomplete. It doesn't address what the tool returns, error conditions, or important behavioral aspects like whether assets are saved immediately or require additional steps.

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%, so parameters are well-documented in the schema. The description adds minimal value by listing some assetType examples, but doesn't explain parameter interactions, defaults beyond schema, or usage nuances. Baseline 3 is appropriate given high schema coverage.

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 clearly states the action ('Create a new asset') and resource ('in the project'), with specific examples of asset types. It distinguishes from siblings like asset_delete or asset_move by focusing on creation, though it doesn't explicitly contrast with them.

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

Usage Guidelines2/5

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

No guidance on when to use this tool versus alternatives like prefab_create or gameobject_create is provided. The description mentions supported asset types but doesn't specify prerequisites, constraints, or when-not-to-use scenarios.

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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