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gameforge_export_unity_package

Exports a Unity C# package that auto-slices sprite grids and generates animation, blend tree, and prefab assets, eliminating manual rigging.

Instructions

Export a zero-manual-drag Unity C# package: AssetPostprocessor auto-slices the entire cols x rows sprite grid (SpriteMetaData[] with exact Foot Pivot) + binds URP 2D _NormalMap, while StudioBuilder.cs programmatically generates .anim ObjectReferenceKeyframe[] sprite curves, wires the 8-way BlendTree, and saves a complete .prefab!

Input Schema

NameRequiredDescriptionDefault
project_idYes
character_idYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv2.0.0

TDQS

C2.4/5.0
Behavior2/5

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

With no annotations, the description must carry the full behavioral burden. It describes the generated scripts and artifacts in detail, but does not state whether it overwrites existing files, what permissions or project state are required, where the package is written, or what the tool returns.

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

Conciseness3/5

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

The description is a single front-loaded sentence with useful technical detail, but it is dense and includes promotional phrasing ('zero-manual-drag', an exclamation mark) that adds no operational value.

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

Completeness2/5

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

With no annotations, no output schema, and two undocumented parameters, the description covers only the generated artifact pipeline. It omits critical call context: required inputs, preconditions, side effects, and return behavior.

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

Parameters1/5

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

Schema description coverage is 0%, and the description never mentions project_id or character_id. It provides no meaning, format, or scoping guidance for either required parameter, leaving the agent to infer from names alone.

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

Purpose4/5

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

The description states a specific verb and resource ('Export a ... Unity C# package') and details the generated artifacts, making the tool's output scope clear. It implicitly distinguishes itself from gameforge_export_unreal_package and gameforge_export_godot_package by engine, but does not explicitly call out the difference.

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

Usage Guidelines2/5

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

There is no explicit guidance on when to choose this over the Unreal or Godot exporters, nor any stated prerequisites such as an open Unity project or valid character setup. Usage is only implied by the word 'Unity'.

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