Critical Risk →

unity_component_remove

Remove a component from a GameObject.

How to control unity_component_remove ↓

What unity_component_remove does on Unity MCP Server

AI agents call unity_component_remove to permanently remove resources in Unity MCP Server — typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.

Critical Risk

Why unity_component_remove needs a policy

Removing a component from a GameObject in Unity is a destructive operation that permanently alters the object's state and functionality. While technically undo may exist in the editor, in an automated agent context this represents an irreversible modification to project structure.

From the tool's definition Tool name 'unity_component_remove' and description 'Remove a component from a GameObject' explicitly indicates irreversible deletion of a component from a game object, which cannot be easily undone in a production context.

Documented attack patterns abuse exactly the kind of access unity_component_remove gives an agent:

How to control unity_component_remove

PolicyLayer is an MCP gateway — it sits between your AI agents and Unity MCP Server, and nothing reaches the server without passing your rules. This is the rule we recommend for unity_component_remove:

policy.json
{
  "version": "1",
  "default": "deny",
  "hide": [
    "unity_component_remove"
  ]
}

unity_component_remove disappears from the agent's tool list entirely, and any attempt to call it is denied. The rest of the server keeps working.

  1. Create a free account and register Unity MCP Server — nothing to install.
  2. Add this policy — paste it, or build it visually.
  3. Point your MCP client (Claude, Cursor, anything) at your gateway URL.
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Related tools and policies

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Questions about unity_component_remove

What does the unity_component_remove tool do? +

Remove a component from a GameObject. It is categorised as a Destructive tool in the Unity MCP Server MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.

How do I enforce a policy on unity_component_remove? +

Register the Unity MCP Server MCP server in PolicyLayer and add a rule for unity_component_remove: 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.

What risk level is unity_component_remove? +

unity_component_remove is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.

Can I rate-limit unity_component_remove? +

Yes. Add a rate_limit block to the unity_component_remove 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.

How do I block unity_component_remove completely? +

Set action: deny in the PolicyLayer policy for unity_component_remove. 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.

What MCP server provides unity_component_remove? +

unity_component_remove 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.

Enforce policy on every Unity MCP Server tool call.

Start from Unity MCP Server, add the rest of your stack, and see everything your agents can call. Then put policy on all of it.

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324 Unity MCP Server tools catalogued and risk-classified — across an index of 43,000+ MCP servers.

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