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SamDreamsMaker

Unity API Communicator MCP Server

gameobject_component_add

Add components like Rigidbody, BoxCollider, or AudioSource to GameObjects in Unity Editor through AI agents.

Instructions

Add a component to a GameObject. Use Unity component type names like Rigidbody, BoxCollider, AudioSource, Light, etc.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
gameObjectNameYesName of the target GameObject
componentTypeYesUnity component type name (e.g. Rigidbody, BoxCollider, AudioSource, MeshRenderer)
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. It mentions the action ('Add') but does not specify whether this requires specific permissions, if it's reversible (e.g., via 'gameobject_component_remove'), potential side effects (e.g., component dependencies), or error handling. The description adds minimal context beyond the basic action, leaving significant gaps for a mutation tool.

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 front-loaded with the core purpose in the first sentence, followed by a concise example list of component types. Every sentence earns its place by clarifying usage without redundancy, making it efficient and well-structured for quick comprehension.

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 complexity (a mutation operation with 2 parameters), no annotations, and no output schema, the description is moderately complete. It covers the basic action and parameter examples but lacks details on behavioral aspects like error cases, return values, or integration with sibling tools (e.g., how it relates to 'gameobject_component_remove'). This is adequate but leaves room for improvement in contextual guidance.

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?

The input schema has 100% description coverage, with clear parameter descriptions. The description adds value by providing example component types (e.g., Rigidbody, AudioSource) that illustrate valid inputs for 'componentType', which enhances understanding beyond the schema's generic description. However, it does not explain parameter interactions or constraints, so it meets the baseline for high schema coverage.

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 ('Add a component') and target resource ('to a GameObject'), using a precise verb. It distinguishes from sibling tools like 'gameobject_component_remove' by specifying the opposite operation, and from 'gameobject_components' by focusing on addition rather than listing.

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?

The description provides implied usage through the example component types (e.g., Rigidbody, BoxCollider), suggesting when to use it for common Unity components. However, it lacks explicit guidance on when to use this tool versus alternatives like 'gameobject_create' for new objects or 'prefab_instantiate' for prefab-based components, and does not mention prerequisites or exclusions.

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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