Set a property value on a component. Supports floats, ints, strings, bools, vectors, colors, and object references. For ObjectReference properties, pass value as: an asset path string, a scene object name string, null to clear, or an object with {assetPath}, {instanceId}, or {gameObject, componen...
AI agents use unity_component_set_property 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.
This tool modifies component properties in the Unity Editor, which creates or changes data reversibly. It does not execute arbitrary code or delete data, placing it in the Write category. Severity is high because modifying component properties could break game functionality, affect multiple scene objects, or corrupt project state if misused by an AI agent without proper understanding of the game architecture.
From the tool's definition Tool description states it 'Set[s] a property value on a component' supporting modification of floats, ints, strings, bools, vectors, colors, and object references. This is reversible modification of component properties in Unity projects.
Documented attack patterns abuse exactly the kind of access unity_component_set_property gives an agent:
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_set_property:
{
"version": "1",
"default": "deny",
"tools": {
"unity_component_set_property": {
"limits": [
{
"counter": "unity_component_set_property_rate",
"window": "minute",
"max": 30,
"scope": "grant"
}
]
}
}
} unity_component_set_property 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.
Free to start. No card required.
Set a property value on a component. Supports floats, ints, strings, bools, vectors, colors, and object references. For ObjectReference properties, pass value as: an asset path string, a scene object name string, null to clear, or an object with {assetPath}, {instanceId}, or {gameObject, componentType}. 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_set_property: 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_set_property 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_set_property 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_set_property. 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_set_property 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.
Deterministic rules across all 324 Unity MCP Server tools. Per-identity grants. Full audit log. Live in minutes. Nothing to install.
Free to start. No card required.
324 Unity MCP Server tools catalogued and risk-classified — across an index of 42,500+ MCP servers.