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Change a property on an R3 component

r3_component_set
Destructive

Set one or more properties on a component that already exists in a project — a material's roughness, a mesh's position, which material a mesh uses. Kept at once in the project's live copy: every R3 tab with the project open shows it now, no editor needed and nothing to save (r3_editor_set is the same tool). The answer says what was kept and its seq.

Components are addressed by entityRef; r3_project_load returns those names.

Properties come in four shapes and the value you pass differs: • plain value — {"roughness": 0.25}, {"visible": false} • value component (position / rotation / scale / color / size …) — pass an OBJECT of just the keys to change: {"position": {"y": 2}} leaves x and z alone. Vector3 has x/y/z, Color has r/g/b/a (0..1), Scalar has value. An EMPTY slot (a rigid body's centerOfMass is empty until set) is made from the fields given: {"centerOfMass": {"z": -0.3, "mass": 8}}; the fields not named keep their defaults. • reference to another component — pass that component's entityRef as a string: {"material": "material_cube_1"}, or null to clear it. • list of references (a mesh's materials) — pass an ARRAY of entityRefs: {"materials": ["mat_a", "mat_b"]}. The array REPLACES the whole list, in the order given — it does NOT append, so name every component you want in it; [] empties the list. The result reports the list before and after, so check that against what you intended.

Several properties in one call is one round trip, and is applied all-or-nothing.

An unknown property name is REFUSED and the valid names are listed, rather than written — so a typo costs a message, not a corrupted project. Renaming (name / entityRef) is refused too: it has to rewrite the code that addresses the component, which only the R3 editor does.

Giving a VehicleWheel its mesh or vehicle measures the wheel from that mesh, as the R3 editor does (Configure from Mesh: radius, connectionPoint, axle); a value named in the same call is kept. Giving a ColliderCuboid / Sphere / Cylinder / Capsule its mesh fits it to that mesh (Fit to Mesh: size, and position on the mesh's centre); giving it only a rigidBody fits the values still at their defaults. The answer says what was measured or fitted and what was kept (PHYSICS_USAGE.md → Vehicles).

Moving or scaling a Mesh keeps what the editor derives from it: a SCALE change re-fits every Cuboid / Sphere / Cylinder / Capsule collider fitted to that mesh (size and offset); moving or scaling a wheel's mesh re-measures the wheel; scaling a vehicle's chassis mesh also carries the wheels' suspensionRestLength and maxSuspensionTravel by the new / old scale on the up axis. The answer lists each.

A Mesh's rotation and quaternion are one orientation held twice: set ONE of them and the other follows (both in one call must agree, or the call is refused).

Changing the parent of a Mesh / Empty / Points / Line ({"parent": "root_empty"}, or null for the scene) keeps it where it is in the world, as the R3 editor's re-parent does: its position, rotation (and quaternion) and scale are rewritten to the values local to the new parent, and the answer lists them. A position, rotation / quaternion or scale given in the SAME call is the new LOCAL value under the new parent, taken as given (as if the parent changed first and that value were set after); the fields not given keep the world place. Under a NON-UNIFORMLY scaled parent a rotated part cannot keep its shape (it would shear): that re-parent is refused unless you give rotation and scale yourself.

Input Schema

NameRequiredDescriptionDefault
entityRefNoWhich component to change, as reported by r3_project_load, e.g. "mesh_cube_1".
projectIdYesThe project the component is in, from r3_project_create or r3_project_load.
propertiesYesWhat to set: {"roughness": 0.25, "position": {"y": 2}, "material": "material_cube_1"}.
componentIdNoOr its id (r3_project_load) — exactly one of entityRef / componentId.

Output Schema

NameRequiredDescriptionDefault
seqNo
typeYes
answerYesThis answer in words: what was done, what R3 measured, decided or refused, and what to do next. The same text as the result's text block. Read it: the fields beside it are the data, this is the guidance.
landedNo
changesYes
physicsYes
entityRefYes
keptWorldNo
projectIdYes
componentIdYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • addedOutput schema / properties / changes / items / properties / sharedWith
      Added value: +{
      +  "items": {
      +    "additionalProperties": false,
      +    "properties": {
      +      "entityRef": {
      +        "type": [
      +          "string",
      +          "null"
      +        ]
      +      },
      +      "property": {
      +        "type": "string"
      +      },
      +      "type": {
      +        "type": "string"
      +      }
      +    },
      +    "required": [
      +      "entityRef",
      +      "type",
      +      "property"
      +    ],
      +    "type": "object"
      +  },
      +  "type": "array"
      +}
  2. Changed3 schema fields changed
    • addedOutput schema / properties / changes / items / properties / changed
      Added value: +{
      +  "type": "boolean"
      +}
    • addedOutput schema / properties / changes / items / properties / heldKeys
      Added value: +{
      +  "additionalProperties": {
      +    "type": [
      +      "string",
      +      "number",
      +      "boolean",
      +      "null"
      +    ]
      +  },
      +  "propertyNames": {
      +    "type": "string"
      +  },
      +  "type": "object"
      +}
    • changedOutput schema / properties / changes / items / required
      Previous value: -[
      -  "property",
      -  "kind"
      -]New value: +[
      +  "property",
      +  "kind",
      +  "changed"
      +]
  3. Changed2 schema fields changed
    • addedOutput schema / properties / physics
      Added value: +{
      +  "items": {
      +    "additionalProperties": false,
      +    "properties": {
      +      "code": {
      +        "type": "string"
      +      },
      +      "collider": {
      +        "type": [
      +          "string",
      +          "null"
      +        ]
      +      },
      +      "message": {
      +        "type": "string"
      +      },
      +      "rigidBody": {
      +        "type": [
      +          "string",
      +          "null"
      +        ]
      +      }
      +    },
      +    "required": [
      +      "code",
      +      "collider",
      +      "rigidBody",
      +      "message"
      +    ],
      +    "type": "object"
      +  },
      +  "type": "array"
      +}
    • changedOutput schema / required
      Previous value: -[
      -  "projectId",
      -  "entityRef",
      -  "type",
      -  "componentId",
      -  "changes",
      -  "answer"
      -]New value: +[
      +  "projectId",
      +  "entityRef",
      +  "type",
      +  "componentId",
      +  "changes",
      +  "physics",
      +  "answer"
      +]
  4. Changed1 schema field changed
    • addedOutput schema / properties / keptWorld
      Added value: +{
      +  "additionalProperties": false,
      +  "properties": {
      +    "given": {
      +      "items": {
      +        "type": "string"
      +      },
      +      "type": "array"
      +    },
      +    "parent": {
      +      "type": [
      +        "string",
      +        "null"
      +      ]
      +    },
      +    "position": {
      +      "additionalProperties": {
      +        "type": "number"
      +      },
      +      "propertyNames": {
      +        "type": "string"
      +      },
      +      "type": "object"
      +    },
      +    "quaternion": {
      +      "additionalProperties": {
      +        "type": "number"
      +      },
      +      "propertyNames": {
      +        "type": "string"
      +      },
      +      "type": "object"
      +    },
      +    "rotation": {
      +      "additionalProperties": {
      +        "type": "number"
      +      },
      +      "propertyNames": {
      +        "type": "string"
      +      },
      +      "type": "object"
      +    },
      +    "scale": {
      +      "additionalProperties": {
      +        "type": "number"
      +      },
      +      "propertyNames": {
      +        "type": "string"
      +      },
      +      "type": "object"
      +    }
      +  },
      +  "required": [
      +    "parent",
      +    "given"
      +  ],
      +  "type": "object"
      +}
  5. Changed2 schema fields changed
    • addedOutput schema / properties / answer
      Added value: +{
      +  "description": "This answer in words: what was done, what R3 measured, decided or refused, and what to do next. The same text as the result's text block. Read it: the fields beside it are the data, this is the guidance.",
      +  "type": "string"
      +}
    • changedOutput schema / required
      Previous value: -[
      -  "projectId",
      -  "entityRef",
      -  "type",
      -  "componentId",
      -  "changes"
      -]New value: +[
      +  "projectId",
      +  "entityRef",
      +  "type",
      +  "componentId",
      +  "changes",
      +  "answer"
      +]
  6. First observed

TDQS

A4.7/5.0
Behavior5/5

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

Goes far beyond the destructive/non-idempotent annotations: immediate live sync with nothing to save, all-or-nothing multi-property application, typo refusal with valid names listed, physics derivation rules (VehicleWheel measuring, Collider fitting), collider re-fitting on mesh scale, suspension carry-over on chassis scale, and re-parent world-preservation with a shear refusal case. This is exactly the extra context annotations cannot convey.

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?

Front-loaded with purpose and live-sync behavior, then organized with bullets for the four value shapes. The length is largely earned by genuine behavioral complexity, though the repeated "The answer says/lists…" phrasing and the live-copy sentence could be tightened.

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?

An output schema exists, yet the description still summarizes what comes back (what was kept and its seq, list before/after). Given the unconstrained properties bag and the many derived side effects, this is complete enough for an agent to call the tool correctly without opening the editor docs.

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

Parameters5/5

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

Schema coverage is 100% for the declared parameters, but `properties` is an unconstrained bag whose contents the schema cannot describe. The description supplies the missing semantics in full: the four value shapes, partial-key objects for value components, empty-slot construction, entityRef strings vs. arrays, and the replace-not-append list rule with [] emptying.

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?

States a specific verb (set properties) on a specific resource (a component that already exists in a project), with concrete examples (material roughness, mesh position, which material a mesh uses). It explicitly distinguishes itself from r3_editor_set ("the same tool") and implicitly from r3_component_add by scoping to components that already exist.

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

Usage Guidelines4/5

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

Clear context for use (existing component, live project) and explicit when-nots: unknown property names and renames are refused, with renaming routed to the R3 editor. It never explicitly names r3_component_add as the path for creating a new component, leaving that inference to the agent.

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

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