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SamDreamsMaker

Unity API Communicator MCP Server

gameobject_clone

Clone GameObjects in Unity by specifying the original name and optional new name. The duplicate appears at the same position as the original object.

Instructions

Duplicate/clone a GameObject. The clone appears at the same position as the original.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName of the GameObject to clone
newNameNoName for the cloned object (default: '<name> (Clone)')
Behavior2/5

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

With no annotations, the description carries full burden but provides minimal behavioral context. It mentions the clone's position but omits critical details: whether cloning is reversible, if it requires specific permissions, what happens to components/children, or error conditions (e.g., duplicate names). For a mutation tool, this is inadequate.

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 with zero wasted words. It front-loads the core action ('duplicate/clone a GameObject') and adds only essential context about position.

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 mutation tool with no annotations and no output schema, the description is insufficient. It lacks details on return values, error handling, side effects, and behavioral constraints. Given the complexity of cloning in a game engine context, more completeness is needed.

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 the schema fully documents both parameters. The description adds no parameter-specific information beyond implying the original GameObject's position is used. Baseline 3 is appropriate when the schema handles parameter documentation.

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 verb ('duplicate/clone') and resource ('GameObject'), specifying that the clone appears at the same position as the original. This distinguishes it from sibling tools like gameobject_create (which creates new objects) and gameobject_transform (which modifies existing ones).

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 is provided on when to use this tool versus alternatives. It doesn't mention prerequisites (e.g., the GameObject must exist), compare to similar tools like prefab_instantiate, or indicate when cloning is preferred over other creation methods.

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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