compound
9 public commands in this category.
analyze_gameplay
Analyze the current scene's game design. Returns a structured analysis of game mechanics, entity roles, potential issues, and suggestions. Use this to understand what the game does before making changes.
Scope:
scene:read. Token cost: 0.- focus string (optional)
- Analysis focus area (default: overview)
apply_style
Apply a visual style to the scene. Adjusts materials, lighting, environment, and post-processing to achieve a cohesive look. Claude should convert mood descriptions ('spooky', 'cheerful', 'sci-fi') into this structured style format.
Scope:
scene:write. Token cost: 0.- lighting object (optional)
- Lighting mood settings
- materialOverrides object (optional)
- Global material adjustments applied to all targeted entities
- palette object (optional)
- Color palette to apply
- postProcessing object (optional)
- Post-processing adjustments
- targetEntityIds array (optional)
- Apply material changes only to these entities. If omitted, applies to all mesh entities.
arrange_entities
Arrange existing entities in spatial patterns. Provide entity IDs and a pattern type. This repositions entities without changing their other properties.
Scope:
scene:write. Token cost: 0.- entityIds array (required)
- Entity IDs to arrange
- pattern string (required)
- Arrangement pattern
- center array (optional)
- Center point of the arrangement (default: [0, 0, 0])
- direction array (optional)
- Direction vector for line pattern (default: [1, 0, 0])
- faceCenter boolean (optional)
- Rotate entities to face the center point (default: false, only for circle)
- gridColumns integer (optional)
- Columns for grid pattern
- pathPoints array (optional)
- Waypoints for path pattern -- entities are distributed evenly along the path
- radius number (optional)
- Radius for circle pattern (default: 5.0)
- scatterRadius number (optional)
- Radius for scatter pattern (default: 10.0)
- scatterSeed integer (optional)
- Random seed for scatter (for determinism)
- spacing number (optional)
- Spacing between items (default: 2.0)
- yOffset number (optional)
- Y-axis offset applied to all positions (default: 0)
configure_game_mechanics
Configure game mechanics as a bundle: input bindings, physics settings, game components on entities, and environment. Use this to set up a game genre (platformer, FPS, top-down, racing) in one call instead of configuring each system separately.
Scope:
scene:write. Token cost: 0.- customBindings array (optional)
- Additional custom input bindings beyond the preset
- entityConfigs array (optional)
- Per-entity game component and physics setup. Reference entities by name.
- inputPreset string (optional)
- Input binding preset
- physicsDefaults object (optional)
- Default physics settings to apply to entities missing physics
- qualityPreset string (optional)
- Rendering quality preset
create_level_layout
Generate a game level layout with ground, walls, obstacles, spawn points, and goals. Claude should convert the user's level description into this structured format. Each zone is placed relative to the level origin.
Scope:
scene:write. Token cost: 0.- levelName string (required)
- Name for the level root entity
- goals array (optional)
- Goal/objective markers
- ground object (optional)
- Ground plane configuration
- inputPreset string (optional)
- Input binding preset to apply
- obstacles array (optional)
- Static or dynamic obstacles
- spawnPoints array (optional)
- Player and entity spawn locations
- walls array (optional)
- Boundary walls and barriers
create_scene_from_description
Create a complete scene with multiple entities, materials, lights, and positioning from a structured description. Use this instead of calling spawn_entity + update_transform + update_material repeatedly. Claude should convert the user's natural language description into the structured format before calling this tool.
Scope:
scene:write. Token cost: 0.- entities array (required)
- Entities to create
- clearExisting boolean (optional)
- If true, clear the scene before creating new entities (default: false)
- environment object (optional)
- Optional environment settings to apply
describe_scene
Generate a detailed natural language description of the current scene including all entities, their properties, relationships, materials, lighting, physics, scripts, game components, and environment settings. Returns structured data that the AI can use to understand and reason about the scene.
Scope:
scene:read. Token cost: 0.- detail string (optional)
- Level of detail: summary (entity count + types), standard (names + positions + key properties), full (every property on every entity)
- filterEntityIds array (optional)
- Only describe these specific entities (if omitted, describe all)
setup_character
Spawn and configure a playable character entity with movement controller, physics, camera behavior, health, and optional script. This creates a game-ready player character in one call.
Scope:
scene:write. Token cost: 0.- cameraFollow boolean (optional)
- Attach a camera-follow script (default: true)
- cameraOffset array (optional)
- Camera offset from character [x, y, z] (default: [0, 5, -10])
- controller object (optional)
- Character controller settings
- entityType string (optional)
- Mesh shape for the character (default: capsule)
- health object (optional)
- Health component settings (null to disable)
- inputPreset string (optional)
- Input binding preset (default: platformer)
- material object (optional)
- Material for the character mesh
- name string (optional)
- Character name (default: 'Player')
- position array (optional)
setup_game_from_description
Scaffold a complete, immediately-playable game from a plain-text description in one call. Deterministically sets the project type, environment, and input preset, then spawns a player (with character controller + health), enemies, collectible coins, a goal carrying a win condition, and a ground plane, and attaches a camera-follow script. Optionally dispatches parallel asset-generation jobs that auto-wire back onto the scaffolded entities.
Scope:
scene:write. Token cost: 0.- description string (required)
- Plain-text description of the game to scaffold (e.g. 'a platformer with 3 enemies and 5 coins').
- genre string (optional)
- Optional genre hint (e.g. 'fps', 'platformer', 'topdown', 'racing') that nudges the input preset.
- targetTier string (optional)
- Optional asset-fidelity tier. When set, parallel generate_* jobs are dispatched to replace the placeholder primitives; the scaffold is fully playable before they land.