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set_parent

Idempotent

Reparent a GameObject to a new parent or scene root, optionally preserving world transform or keeping local position relative to the new parent.

Instructions

Reparent existing GameObject. parent=null → move to scene root. world_position_stays=True (default): preserves world transform. False: stays local to new parent.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathYes
parentNo
world_position_staysNo
Behavior4/5

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

The description adds valuable behavior beyond annotations: it explains the effect of parent=null (move to scene root) and the world_position_stays flag (preserve vs. local transform). Annotations already declare readOnlyHint=false and idempotentHint=true, and the description does not contradict them. It could mention side effects or return values, but what it provides is meaningful.

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 two concise sentences, front-loaded with the primary action. Every sentence adds value: the first states the function, the second explains the key parameter behaviors and defaults. No wasted words.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a simple reparenting tool with annotations (idempotent, read-only false), the description covers the essential behavior including the null-parent case and transform preservation. It does not mention return values or output, but no output schema exists and the tool is straightforward. A minor gap is the lack of clarification on 'path' format, but overall this is complete for the tool's complexity.

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 description explicitly explains the semantics for 'parent' and 'world_position_stays', but does not describe the required 'path' parameter. With 0% schema description coverage, the description partially compensates but leaves the path parameter ambiguous, relying on convention. Overall, it adds meaning to most parameters, but not all.

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 it 'Reparent existing GameObject' with a specific verb and resource, and distinguishes itself from sibling tools like set_property or set_active by focusing on parent-child hierarchy changes. It also immediately clarifies the null-parent case, which is a key distinguishing behavior.

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 provides functional details but no explicit guidance on when to use this tool versus alternatives such as set_property or create_object. It does not mention exclusions or scenarios where a different tool would be more appropriate.

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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