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SamDreamsMaker

Unity API Communicator MCP Server

gameobject_active

Enable or disable GameObjects in Unity by setting their active state. Control object visibility and behavior during runtime.

Instructions

Enable or disable a GameObject (set active/inactive).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName of the GameObject
activeNotrue to enable, false to disable
Behavior2/5

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

No annotations are provided, so the description carries the full burden of behavioral disclosure. While 'Enable or disable' implies a mutation (changing state), it lacks details on permissions, side effects (e.g., impact on child objects), error handling, or response format. For a mutation tool with zero annotation coverage, this is a significant gap in 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, efficient sentence that front-loads the core functionality ('Enable or disable a GameObject') and adds clarifying terminology ('set active/inactive') without redundancy. Every word contributes to understanding, with zero wasted text, making it highly concise and well-structured.

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 tool's moderate complexity (mutation with 2 parameters), no annotations, and no output schema, the description is minimally adequate. It states the purpose clearly but lacks behavioral details (e.g., effects, errors) and usage context. For a mutation tool, this leaves gaps that could hinder an agent's ability to use it correctly without additional inference.

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%, with clear descriptions for both parameters ('name' and 'active'). The description adds no additional parameter semantics beyond what the schema provides, such as format constraints for 'name' or default behavior. With high schema coverage, the baseline score of 3 is appropriate as the schema handles the documentation adequately.

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 specific action ('Enable or disable') and the target resource ('a GameObject'), with the parenthetical 'set active/inactive' providing precise terminology. It effectively distinguishes this tool from sibling tools like gameobject_create, gameobject_delete, or gameobject_transform by focusing on activation state rather than creation, deletion, or transformation.

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?

The description provides no guidance on when to use this tool versus alternatives. It does not mention prerequisites (e.g., requiring an existing GameObject), exclusions, or comparisons to similar tools like gameobject_list for finding objects or scene_setactive for scene-level activation. Usage is implied but not explicitly defined.

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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