Skip to main content
Glama

gameobject-component-modify

Modify specific components on GameObjects in Unity scenes or prefabs by directly editing component fields and properties. Use this tool to update component values after inspecting them with gameobject-component-get.

Instructions

Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
gameObjectRefYesTarget GameObject. SCHEMA: {"name":"ObjectName"} or {"instanceID":12345}
componentRefYesComponent to modify. SCHEMA: {"typeName":"Transform"}
componentDiffYesSerializedMember diff. SCHEMA: {"props":[{"name":"size","value":{"x":2,"y":2,"z":2}}],"fields":[...]}
Behavior3/5

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

No annotations are provided, so the description carries full burden. It states this is a modification tool (implies mutation) and mentions it works on opened Prefabs or Scenes, which provides some context about the operational environment. However, it doesn't disclose important behavioral aspects like permission requirements, whether changes are immediate or require saving, error conditions, or what happens when modifying read-only components.

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 efficiently structured in two sentences with zero waste. The first sentence establishes purpose and scope, while the second provides crucial usage guidance. Every word earns its place, and information is appropriately front-loaded.

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 3 complex parameters (including nested objects), no annotations, and no output schema, the description provides adequate but incomplete context. It covers purpose, distinguishes from siblings, and gives workflow guidance, but lacks information about behavioral consequences, error handling, and what constitutes successful modification. The 100% schema coverage helps, but more behavioral transparency would be needed for higher completeness.

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 all three parameters thoroughly. The description adds minimal parameter semantics beyond what's in the schema - it mentions 'direct modification of component fields and properties' which aligns with the componentDiff parameter, but doesn't provide additional syntax, format, or constraint details. Baseline 3 is appropriate when 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 ('Modify a specific Component'), target resource ('on a GameObject in opened Prefab or in a Scene'), and scope ('direct modification of component fields and properties without wrapping in GameObject structure'). It effectively distinguishes this from sibling tools like 'gameobject-modify' by emphasizing component-level modification rather than GameObject-level changes.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description provides explicit guidance on when to use this tool ('Use "gameobject-component-get" first to inspect the component structure before modifying'), which directly references a sibling tool for prerequisite inspection. This creates clear workflow context and helps the agent understand the proper sequence of operations.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Install Server

Other Tools

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/butterlatte-zhang/unity-ai-bridge'

If you have feedback or need assistance with the MCP directory API, please join our Discord server