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gameobject-create

Create a Unity GameObject in an opened prefab or scene, with optional transform (position, rotation, scale) and primitive type (cube, sphere, etc.). Reduces manual operations by defining properties upfront.

Instructions

Create a new GameObject in opened Prefab or in a Scene. If needed - provide proper 'position', 'rotation' and 'scale' to reduce amount of operations.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName of the new GameObject.
parentGameObjectRefNoParent GameObject reference. If not provided, the GameObject will be created at the root of the scene or prefab. Schema: {"name":"string"} or {"instanceID":int} or {"path":"hierarchy/path"}
positionNoTransform position of the GameObject. Schema: {"x":0,"y":0,"z":0}
rotationNoTransform rotation of the GameObject. Euler angles in degrees. Schema: {"x":0,"y":0,"z":0}
scaleNoTransform scale of the GameObject. Schema: {"x":1,"y":1,"z":1}
isLocalSpaceNoWorld or Local space of transform.false
primitiveTypeNoValues: [Cube, Sphere, Capsule, Cylinder, Plane, Quad]
Behavior2/5

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

No annotations exist, so the description must cover behavioral traits. It only states the action and a hint about reducing operations, but lacks disclosure of side effects, failure modes, or what happens after creation (e.g., selection state, naming conflicts).

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

A single, clear sentence that is concise and front-loaded. However, it could be more structured without losing brevity, e.g., by separating the creation action from the optional performance hint.

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 7 parameters, no output schema, and many sibling tools, the description omits crucial details: default behavior, return value, error conditions, and integration with the broader tool ecosystem. It feels incomplete for a creator tool.

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 coverage is 100%, so parameters are already documented. The description adds marginal value by suggesting to provide transform params to reduce operations, but no new semantic details beyond schema.

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 verb (Create), resource (new GameObject), and context (in opened Prefab or Scene). It distinguishes from siblings like gameobject-destroy and gameobject-duplicate.

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 offers no guidance on when to use this tool versus alternatives like gameobject-duplicate or gameobject-find. The only tip is about including transforms to reduce operations, but no exclusion criteria or comparative context.

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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