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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
PTS_BLENDERYesAbsolute path to the Blender executable (e.g., /Applications/Blender.app/Contents/MacOS/Blender on macOS, or the full path to blender.exe on Windows).
PTS_UNITY_PROJECTYesAbsolute path to the Unity project directory. This selects the destination explicitly.

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
inspect_targetC

Inspect Blender, Unity heartbeat, rendering pipeline and previous asset receipts.

build_assetA

Execute trusted bpy code in background Blender; save .blend and queue Unity import.

Use stable asset_id (lowercase letters/digits/_/-) to update the same asset. Position is Unity XYZ meters, applied ONLY when first placing the asset. Each script builds a complete asset from scratch. Delete default scene objects, create an Export collection, link meshes to it. v0.1: static meshes, constant opaque PBR, direct base-color / tangent normal textures. Unsupported materials fail explicitly. No paid model API or additional Blender MCP required.

publish_blendA

Publish the Export collection of an existing saved .blend without modifying the original.

Use this after another Blender tool has modeled and saved an asset. Same material contract and queued/result semantics as build_asset. Blender file auto-execution is disabled.

get_asset_statusC

Read Unity's receipt: request ID, asset paths, geometry, bounds, scene and errors.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.2/5.0

Scored across 4 tools

Disambiguation3/5

inspect_target and get_asset_status both surface receipt/status information, creating overlap in when to use each. build_asset and publish_blend also share queued/result semantics and Unity import behavior, though descriptions distinguish from-scratch building versus publishing an existing .blend.

Naming Consistency5/5

All four tools use a consistent snake_case verb_noun pattern: inspect_target, build_asset, publish_blend, get_asset_status. The verb choices are all imperative and predictable for a pipeline-oriented server.

Tool Count4/5

Four tools is reasonable for a v0.1 asset pipeline: inspect, build, publish, and check status. It is slightly lean for full lifecycle management but each tool has a plausible role.

Completeness3/5

Core build, publish, and status operations exist, but the surface lacks explicit delete/list asset operations and has no direct prompt-to-scene generation tool despite the server name. Update is only partially addressed through stable asset_id reuse.

Maintenance

ActivityNo data
ResponsivenessNo issues