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scene_set_spawn

Destructive

Set the player spawn point and initial facing direction in a copied save, writing a new .gil file so levels start with correct placement instead of relying on graph teleports.

Instructions

Set where players start and which way they face, in a copy of a save: the position and rotation ([x, y, z], rotation in degrees, y is the heading) of the preset point the level's spawn point uses. This is the platform's way to place the player at the start; a graph does not have to teleport anyone when the level begins. Stay on the ground: the flat ground of a new empty map ends about 32 m from its middle (a player teleported to x=32 fell out of the world), so keep the start, everything a creature is to walk to and every place a graph creates something within 30 m, or bring floor pieces of your own. The camera starts behind the character, so the heading also decides the first view (for a side view along x, face across the lane). Writes a new .gil in the workspace; the official save is not touched. Verified in play on 2026-10-10.

Input Schema

NameRequiredDescriptionDefault
mapPathNo
positionNo
rotationNo
outputNameNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.3/5.0
Behavior5/5

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

The description discloses critical behavior beyond the annotations: it writes a new .gil in the workspace while leaving the official save untouched. It also explains coordinate semantics, camera behavior, and a concrete failure mode (falling out of the world beyond ~32 m), which is valuable for safe invocation.

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 the core purpose and then layers in practical constraints. It is somewhat long for a four-parameter tool, and the verification date is not essential, but most sentences contribute actionable context.

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

Completeness4/5

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

For a tool with no output schema and no schema parameter descriptions, the definition covers the main behavior, safety implications, and spatial constraints well. It is still incomplete on mapPath and outputName semantics, which an agent would need to infer.

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?

Schema description coverage is 0%, so the description must carry the parameter burden. It explains the position and rotation arrays well, including degrees and that y is the heading, but it does not explicitly document mapPath or outputName, leaving two of four parameters only implied.

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 description states a specific verb and resource: it sets the player spawn position and rotation in a copy of a save. It also distinguishes the tool from graph-based teleporting by explaining that this is the platform's way to place the player at level start.

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?

It gives clear usage context: use this to place the player at start instead of having a graph teleport them, and stay within about 30 m of the map center unless adding floor pieces. It does not explicitly compare against siblings like scene_add_respawn_point, so it stops short of full when/when-not guidance.

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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