Problem
When a GameObject has multiple components of the same type (e.g., three instances of a custom FlowReductionEventDriver MonoBehaviour), manage_components with action: set_property always targets the first matching component. There is no way to specify which component instance to modify.
Steps to Reproduce
- Add 3 instances of the same component type to a GameObject
- Use
manage_components set_property with component_type to set a property
- Only the first component instance is ever modified — the second and third are unreachable
Expected Behavior
Ability to target a specific component instance, e.g. by:
- Component instance ID (already returned by the
add action in componentInstanceID)
- Component index on the GameObject
- Some other disambiguator
Workaround
Currently have to ask the user to wire the remaining components manually in the Unity Inspector, which defeats the purpose of the MCP tooling.
Context
This comes up when a pattern calls for multiple instances of a driver component on the same GameObject, each configured with different event references and targets (e.g., one per vessel path for bloodflow reduction).
Problem
When a GameObject has multiple components of the same type (e.g., three instances of a custom
FlowReductionEventDriverMonoBehaviour),manage_componentswithaction: set_propertyalways targets the first matching component. There is no way to specify which component instance to modify.Steps to Reproduce
manage_componentsset_propertywithcomponent_typeto set a propertyExpected Behavior
Ability to target a specific component instance, e.g. by:
addaction incomponentInstanceID)Workaround
Currently have to ask the user to wire the remaining components manually in the Unity Inspector, which defeats the purpose of the MCP tooling.
Context
This comes up when a pattern calls for multiple instances of a driver component on the same GameObject, each configured with different event references and targets (e.g., one per vessel path for bloodflow reduction).