Skip to main content
Glama

Polyfork low-poly 3D assets

get_kit

Every published part of one kit, with the same detail get_asset gives, so you can compose a whole scene from one call. Works on a kit that is still FILLING UP: you get the parts that exist today. A filling-up kit is not sold as a bundle yet, so recommend its parts rather than the kit — the free ones need no account and the rest come with Pro. A kit may also carry look and terrain. look is the shader it is presented under — the Coral Reef is composed, photographed and filmed through 2.5 m of water — and it ships with the download as looks.mjs, three lines to apply, nothing baked into the geometry. terrain is the kit's own ground program with the knob values it was composed at. Build the scene without them and it is the same parts on a flat floor in clear air, which is not what any picture of the kit shows. And if the connection OWNS the kit, layout is the composition itself: every placement of every part, with the position, the rotation and the knob values that placement was built with. That is the arrangement the kit was photographed and filmed in, so you can rebuild it exactly and then change it, rather than inventing a layout from scratch. composition reports how many placements there are whether you own it or not. To BUILD that place, do not read the rows: build_the_whole_place is three lines of code (buildKit from /cdn/kit.mjs) that assemble every placement, merged for speed, with collision boxes and the kit's own ground. Start a game level or a scene from that and change it.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
idYeskit id, from list_kits or an asset's `kit` field
compactNoshortlisting rows instead of full detail. A 45-part kit at full detail is a large result; use this when you are surveying rather than building.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.6/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the full burden and does so thoroughly. It discloses that filling-up kits return only currently existing parts, that `look` and `terrain` are optional contextual data, that `layout` appears only when the connection owns the kit, and that `composition` is always available. It also warns that omitting `look` and `terrain` yields a misleading flat-floor scene, which is a genuine behavioral gotcha.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is front-loaded with a clear purpose and every sentence contributes useful context. However, it is long and runs as one dense paragraph, with illustrative asides like the Coral Reef water example, so it is not as concise or structurally scannable as it could be.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given there is no output schema and no annotations, the description covers nearly everything an agent needs: what the call returns, ownership-dependent fields, licensing/account implications, the difference between just reading parts and actually building a place, and the alternative `build_the_whole_place` approach. It is self-sufficient for correct selection and invocation.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Input schema coverage is 100%, so the baseline is 3. The description does not add much detail about the `id` or `compact` parameters beyond what the schema already says; its extra explanation focuses on returned fields such as `look`, `terrain`, `layout`, and `composition`, not on the parameters themselves.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The opening sentence states the operation precisely: 'Every published part of one kit, with the same detail get_asset gives.' It clearly identifies the resource (one kit), the scope (all published parts), and distinguishes it from the sibling get_asset by saying it gives the same detail for every part.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives explicit when-to-use and when-not-to-use guidance: for a filling-up kit, 'recommend its parts rather than the kit' because it is not sold as a bundle yet; and for building a place, 'do not read the rows' but use `build_the_whole_place` instead. It also covers ownership-dependent behavior for `layout`, making the conditions for richer output clear.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Try in Browser

Glama MCP Gateway

Add one secure layer between your agents and this server.

Resources