unity_component_batch_wire
Wire multiple object references in one call (e.g. a manager to all its panels). Each entry: target GameObject, property, reference to assign.
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What unity_component_batch_wire does on Unity MCP Server
AI agents use unity_component_batch_wire to create or update resources in Unity MCP Server, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Unity MCP Server environment.
Why unity_component_batch_wire is rated Medium
The tool creates or modifies object property assignments in the Unity Editor, which is Write-category behavior (reversible data modification). Severity is high because batch operations on multiple GameObjects could affect scene integrity, break object references, or cause cascading failures if incorrect references are assigned to critical managers or systems.
From the tool's definition Tool description states 'Wire multiple object references in one call' and 'assign' references to properties. This modifies game object properties in batch, which is a reversible state change in the Unity scene.
Attacks that exploit this kind of access
The rule that runs unity_component_batch_wire safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Unity MCP Server, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For unity_component_batch_wire, this is the rule to start with:
unity_component_batch_wire stays usable, but capped: an agent stuck in a loop can't make hundreds of changes a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect Unity MCP Server, apply this rule, and every unity_component_batch_wire call is checked against it from then on.
Questions about unity_component_batch_wire
Wire multiple object references in one call (e.g. a manager to all its panels). Each entry: target GameObject, property, reference to assign. It is categorised as a Write tool in the Unity MCP Server MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
Register the Unity MCP Server MCP server in PolicyLayer and add a rule for unity_component_batch_wire: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Unity MCP Server. Nothing to install.
unity_component_batch_wire is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.
Yes. Add a rate_limit block to the unity_component_batch_wire rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for unity_component_batch_wire. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
unity_component_batch_wire is provided by the Unity MCP Server MCP server (anklebreaker-studio/unity-mcp-server). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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