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SamDreamsMaker

Unity API Communicator MCP Server

gameobject_layer

Set a GameObject's layer in Unity using layer number (0-31) or name like Default, UI, or Water to organize rendering and collisions.

Instructions

Set the layer of a GameObject. Accepts layer number (0-31) or layer name.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName of the GameObject
layerYesLayer number (0-31) or layer name (e.g. Default, UI, Water)
Behavior2/5

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

With no annotations provided, the description carries the full burden of behavioral disclosure. It mentions the mutation action ('Set') but doesn't describe side effects (e.g., whether this affects rendering or physics), error conditions, or what happens if the layer is invalid. For a mutation tool with zero annotation coverage, this leaves significant behavioral gaps.

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 waste—it directly states the action, resource, and parameter constraints. It's appropriately sized and front-loaded, making it easy to parse without unnecessary elaboration.

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?

For a mutation tool with no annotations and no output schema, the description is minimally adequate. It covers the basic purpose and parameters but lacks details on behavioral traits, error handling, or return values. Given the complexity of modifying GameObject properties, more context would be beneficial for safe usage.

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 already documents both parameters fully. The description adds minimal value by reiterating that 'layer' accepts numbers 0-31 or names, but doesn't provide additional context like valid layer names beyond examples. 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.

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 ('Set the layer') on a specific resource ('GameObject'), distinguishing it from sibling tools like gameobject_tag or gameobject_transform that modify other properties. It precisely defines what the tool does without being vague or tautological.

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 context by specifying the tool sets GameObject layers, but it doesn't explicitly state when to use it versus alternatives like gameobject_tag for tags or gameobject_transform for position/rotation. No guidance on prerequisites or exclusions is provided, leaving usage somewhat ambiguous.

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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