set_active
Control GameObject visibility in Unity by setting its active state using the scene path and a boolean value.
Instructions
Set GameObject active/inactive.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| path | Yes | ||
| active | Yes |
Control GameObject visibility in Unity by setting its active state using the scene path and a boolean value.
Set GameObject active/inactive.
| Name | Required | Description | Default |
|---|---|---|---|
| path | Yes | ||
| active | Yes |
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already indicate this is a write operation (readOnlyHint: false) and idempotent (idempotentHint: true). The description adds the basic behavior of setting active/inactive but does not disclose potential side effects, prerequisites, or error conditions. It does not contradict the annotations.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, concise sentence that front-loads the purpose with no wasted words. It is highly efficient.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The description covers the basic action but lacks usage context, parameter details, and behavioral expectations. For a simple tool with only two parameters and no output schema, it is minimally adequate but leaves important gaps.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0%, so the description should compensate by explaining the parameters. It does not: 'path' and 'active' are not described beyond their names and types, leaving the agent to guess path format or active value semantics.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description 'Set GameObject active/inactive' uses a specific verb and resource, clearly stating the tool's function. It distinguishes itself from generic setters like set_property by focusing on the active state.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance is provided on when to use this tool versus alternatives. It does not mention alternatives or exclusions, leaving the agent to infer usage solely from the tool name and description.
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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