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SamDreamsMaker

Unity API Communicator MCP Server

gameobject_create

Create new GameObjects in Unity scenes, including primitives like cubes and spheres or empty objects, with customizable transforms and parenting.

Instructions

Create a new GameObject in the active Unity scene. Can create primitives (Cube, Sphere, Capsule, Cylinder, Plane, Quad) or empty GameObjects. Supports setting initial transform and parent.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName of the new GameObject
typeNoPrimitive type: Cube, Sphere, Capsule, Cylinder, Plane, Quad. Omit for empty GameObject
positionNoInitial world position
rotationNoInitial rotation in euler angles
scaleNoInitial local scale
parentNameNoName of an existing GameObject to set as parent
Behavior3/5

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

With no annotations provided, the description carries full burden. It discloses that the tool creates objects in the 'active Unity scene' (contextual constraint) and supports setting initial transform and parent (behavioral detail). However, it lacks information on permissions needed, whether creation is undoable, error conditions, or what happens if parentName doesn't exist, leaving 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 specific capabilities in the second. Both sentences are dense with information (e.g., primitive types listed, transform and parent support) without any wasted words, making it highly efficient for an agent to parse.

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 (6 parameters, mutation operation) and lack of annotations or output schema, the description is moderately complete. It covers what the tool does and key parameters but omits behavioral details like error handling, return values, or side effects, which are important for a creation tool in a game engine context.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the baseline is 3. The description adds value by clarifying that 'type' parameter is for primitives (Cube, Sphere, etc.) or can be omitted for empty GameObjects, which provides semantic context beyond the schema's technical description. It also mentions 'initial transform and parent' to group parameters, though it doesn't detail all six individually.

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 ('Create a new GameObject'), the target resource ('in the active Unity scene'), and distinguishes capabilities from siblings by specifying it can create primitives or empty GameObjects, unlike gameobject_clone or gameobject_transform which have different purposes.

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 implies usage for creating GameObjects in Unity scenes but provides no explicit guidance on when to use this versus alternatives like gameobject_clone (for duplicating existing objects) or prefab_instantiate (for instantiating prefabs). It mentions primitive types and empty GameObjects but doesn't clarify trade-offs or prerequisites.

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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