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SamDreamsMaker

Unity API Communicator MCP Server

gameobject_component_remove

Remove a specific component type from a GameObject in Unity by specifying the GameObject name and component type to delete.

Instructions

Remove a component from a GameObject by type name.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName of the target GameObject
componentTypeYesComponent type name to remove
Behavior2/5

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

No annotations are provided, so the description carries full burden for behavioral disclosure. It states the tool removes a component, implying a destructive mutation, but doesn't cover critical aspects like permissions needed, whether the removal is reversible, error handling (e.g., if component doesn't exist), or side effects. This is a significant gap for a mutation tool with zero annotation coverage.

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, direct sentence with zero waste—it states the purpose efficiently without unnecessary words. It's appropriately sized for a simple tool and front-loaded with the core action, making it easy to parse quickly.

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?

Given the tool's complexity (a destructive mutation with no annotations and no output schema), the description is incomplete. It lacks behavioral details (e.g., what happens on success/failure), doesn't explain return values, and provides minimal context beyond the basic operation, leaving gaps for effective agent use.

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 both parameters ('name' and 'componentType') clearly documented in the schema. The description adds no additional meaning beyond the schema, such as format examples or constraints (e.g., componentType must match Unity type names). Baseline 3 is appropriate when the schema does the heavy lifting.

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 ('Remove') and target ('a component from a GameObject'), specifying the resource and operation. It distinguishes from sibling tools like 'gameobject_component_add' by focusing on removal rather than addition, though it doesn't explicitly contrast with other component-related tools like 'gameobject_components'.

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 doesn't mention prerequisites (e.g., the GameObject must exist), exclusions (e.g., cannot remove certain core components), or direct alternatives like 'gameobject_delete' for removing entire GameObjects, leaving usage context unclear.

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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