query
18 public commands in this category.
compare_performance_reports
Compare a performance report (default: latest) with a baseline (default: pinned). Fixture checksum, exact browser version and backend must be known and equal; source, first-interactive timing basis, device profile and capture protocol must match. Hidden-tab captures and known warm-versus-cold cache states are incompatible: no deltas or directional claim. Unknown cache state on either side is an advisory and retains deltas; equal cache conditions are not established. Compatible reports return p50/p95/p99 and first-interactive deltas with improved, regressed, unchanged (within 5% on p95), or inconclusive.
Scope:
performance:read. Token cost: 0.- baselineReportId string (optional)
- Report to compare against. Defaults to the pinned baseline.
- reportId string (optional)
- Report to compare. Defaults to the latest report.
get_camera_state
Get the current editor camera position, target, and orientation
Scope:
scene:read. Token cost: 0.get_entity_details
Get all component data for a specific entity
Scope:
scene:read. Token cost: 0.- entityId string (required)
get_input_bindings
Get all current input action bindings and active preset, including any additional local players' maps under `players`
Scope:
scene:read. Token cost: 0.get_input_state
Get current per-frame input state (only meaningful during Play mode)
Scope:
scene:read. Token cost: 0.get_joint
Get the joint configuration for the selected entity. Applied in both the editor and exported (runtime) games (#9550).
Scope:
scene:read. Token cost: 0.- entityId string (optional)
- Entity ID (defaults to primary selection)
get_performance_report
Read the latest (or a named) performance report and the capture status. While a capture runs the status carries its phase and progress (0-1); once finished the report carries the measurement manifest (build SHA, fixture checksum and id, OS, exact browser version, GPU, backend, viewport, device memory, cache state, sample count), p50/p95/p99 frame time, first-interactive time, memory availability, every budget's observed value, limit and pass/fail/unknown status, and the overall verdict. Values the browser could not measure are 'unknown'. Raw frame samples are omitted unless includeSamples is true.
Scope:
performance:read. Token cost: 0.- includeSamples boolean (optional)
- Include the raw frame-time samples (thousands of numbers). Default false: only their count.
- reportId string (optional)
- A report id from this session or the pinned baseline. Defaults to the latest report.
get_physics
Get physics configuration for the selected entity
Scope:
scene:read. Token cost: 0.- entityId string (optional)
- Entity ID (defaults to primary selection)
get_scene_graph
Get the full scene hierarchy as JSON
Scope:
scene:read. Token cost: 0.get_scene_name
Get the current scene name and modification status
Scope:
scene:read. Token cost: 0.get_script
Get the script source and status for an entity
Scope:
scene:read. Token cost: 0.- entityId string (required)
- Entity to get script from
get_selection
Get the currently selected entity IDs
Scope:
scene:read. Token cost: 0.get_token_balance
Get the current token/credit balance breakdown (monthly, purchased, earned)
Scope:
scene:read. Token cost: 0.get_token_pricing
Get the current token costs for all AI operations
Scope:
scene:read. Token cost: 0.list_assets
List all assets currently in the registry with their metadata
Scope:
scene:read. Token cost: 0.list_checkpoints
List saved recovery checkpoints for the current project, newest first
Scope:
scene:read. Token cost: 0.list_script_templates
List available script templates (Character Controller, Collectible, Rotating Object, Follow Camera)
Scope:
scene:read. Token cost: 0.query_play_state
Query current game state during play mode. Returns entity names, visibility, and engine mode for AI debugging. Only available in Play or Paused mode.
Scope:
scene:read. Token cost: 0.