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create_object

Instantiate a GameObject in the Unity Editor with optional scene, parent, primitive, components, or prefab. Use this to programmatically add objects to your scene.

Instructions

Create new GameObject. components: comma-separated types to add on creation. primitive: Cube|Sphere|Cylinder|Capsule|Plane|Quad. prefab_path: instantiate from prefab asset. scene: create in named loaded scene (omit = active scene).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
sceneNo
parentNo
primitiveNo
componentsNo
prefab_pathNo
Behavior3/5

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

Annotations only provide readOnlyHint=false, so the description adds useful context about scene routing, component addition, and prefab instantiation. However, it does not disclose potential failure modes, behavior when both primitive and prefab_path are supplied, or whether existing objects are overwritten. This is acceptable but not rich.

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 compact and front-loaded with the core action, then uses concise field-level annotations. Every phrase carries information, with no filler. The enum-like enumeration for primitive and the parenthetical for scene are especially efficient.

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 tool with six parameters and no output schema, the description covers the main creation flows but lacks important details: return value/confirmation, error behavior, interaction between primitive and prefab_path, and parent semantics. It is functional but not fully complete for an autonomous agent.

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?

The input schema has 0% description coverage, so the description must compensate. It meaningfully documents four of six parameters: primitive with enum-like values, components as comma-separated types, prefab_path for prefab instantiation, and scene with fallback behavior. However, it omits name and parent entirely, leaving these parameters under-specified.

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 opens with 'Create new GameObject', a specific verb plus resource, and clearly distinguishes this from sibling tools like delete_object, get_hierarchy, and manage_component. It also immediately identifies the core creation modes (components, primitive, prefab_path), making the tool's purpose unmistakable.

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 explains parameter-level usage (e.g., prefab vs. primitive, scene selection) but provides no guidance on when to use this tool versus related siblings such as setup_objects, configure_objects, or scene. It does not state alternatives, prerequisites, or exclusions.

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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