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Unity Apply Force

unity_apply_force

Apply force, impulse, or torque to a Unity GameObject's Rigidbody with customizable vectors and force modes.

Instructions

Apply a force, impulse, or torque to a GameObject's Rigidbody.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathYesGameObject path with Rigidbody.
forceNoForce vector.
torqueNoTorque vector.
forceModeNoForce application mode.Force
atPositionNoWorld position to apply force at.
timeoutMsNoCommand timeout.
Behavior2/5

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

No annotations exist, so the description must fully disclose behavioral traits. It only mentions the basic action without discussing side effects, prerequisite components (e.g., Rigidbody must exist), coordinate system, or the result of applying multiple forces. This is insufficient for a physics-affecting tool.

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?

The description is a single, clear sentence without redundancy. It is appropriately front-loaded with the action, though some additional context could be added without being verbose.

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 the tool's complexity (6 parameters, nested objects, no output schema), the description is insufficient. It fails to explain key aspects like coordinate system, effect of multiple forces, or required components on the GameObject. The description does not compensate for the lack of annotations or output schema.

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 covers 100% of parameters with descriptions. However, the tool description adds no extra meaning beyond what the schema provides. The baseline is 3 due to high schema coverage, but no additional enrichment is given.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool applies force, impulse, or torque to a GameObject's Rigidbody. It is specific about the resource and action, but does not explicitly differentiate from sibling tools like 'blender_apply_force' or 'unity_add_rigidbody' within the same context.

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 no guidance on when to use this tool versus alternatives. It lacks explicit context, exclusions, or recommendations for when to apply force versus impulse versus torque.

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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