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set_texture_settings

DestructiveIdempotent

Update sRGB, compression, and LOD group settings for a UTexture2D, rebuild its resource if changed, save it, and return the resulting values.

Instructions

Sets the given sRGB, compression and LOD group of a UTexture2D asset, rebuilds its resource when one changed and saves it in every case, returning the values read back. An unknown compression or LOD group name is still applied, as TC_Default or TEXTUREGROUP_World, with a compression_warning or lod_group_warning.

Returns: { texture_name: string, asset_path: string, changed: bool, saved: bool, srgb: bool, compression: string, lod_group: string, compression_warning?: string, lod_group_warning?: string, save_error?: string }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
srgbNoTrue treats the texture as sRGB color, false as linear data such as normal or mask maps; omit to keep the current value
lod_groupNoTextureGroup name with or without the TEXTUREGROUP_ prefix, e.g. "World", "UI", "Character", "Effects"; omit to keep the current value
texture_pathYesAsset path of the texture to modify
compression_settingsNoTextureCompressionSettings name with or without the TC_ prefix, e.g. "Default", "Normalmap", "Masks", "VectorDisplacementmap", "BC7", "HDR"; omit to keep the current value

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed3 schema fields changedv1.2.0
    • changedInput schema / properties / compression_settings / description
      Previous value: -"Optional TextureCompressionSettings enum string"New value: +"TextureCompressionSettings name with or without the TC_ prefix, e.g. \"Default\", \"Normalmap\", \"Masks\", \"VectorDisplacementmap\", \"BC7\", \"HDR\"; omit to keep the current value"
    • changedInput schema / properties / lod_group / description
      Previous value: -"Optional TextureGroup enum string"New value: +"TextureGroup name with or without the TEXTUREGROUP_ prefix, e.g. \"World\", \"UI\", \"Character\", \"Effects\"; omit to keep the current value"
    • changedInput schema / properties / srgb / description
      Previous value: -"Optional bool"New value: +"True treats the texture as sRGB color, false as linear data such as normal or mask maps; omit to keep the current value"
  2. First observedv1.1.0

TDQS

A4.3/5.0
Behavior5/5

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

Goes well beyond the annotations (which only flag destructive/not-readOnly/idempotent) by disclosing that the resource is rebuilt only when a value changed but the asset is saved in every case, and that unknown compression/LOD names are silently applied as TC_Default/TEXTUREGROUP_World with a corresponding warning. These side effects and edge-case behaviors are exactly what an agent needs for a mutating tool.

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-loads the primary action in the first clause, then the side-effect and fallback behavior. The explicit Returns block is somewhat long but justified since no output schema exists; overall tight with no filler.

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 mutating tool with no output schema, the description supplies the return shape plus the rebuild/save semantics and error fields (compression_warning, lod_group_warning, save_error), which is largely sufficient. Minor gaps remain (e.g., how to obtain a valid texture_path, whether the editor is required) but nothing critical for correct invocation.

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

Parameters4/5

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

Schema coverage is 100%, so the baseline is 3, but the description adds meaning beyond the schema by specifying the fallback values (TC_Default, TEXTUREGROUP_World) and the warning fields emitted when a name is unrecognized. That is genuine added semantics for the compression_settings and lod_group parameters.

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 (Sets) and the exact resource and properties (sRGB, compression, LOD group of a UTexture2D asset). An agent can distinguish it from the getter sibling get_texture_info and from set_texture_sampler_settings without opening either schema.

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

Usage Guidelines3/5

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

Usage is implied by the mutation verb and target asset, so an agent can infer when it applies. However, no alternatives are named (e.g., get_texture_info for reading, set_texture_sampler_settings for sampler state) and no when-not conditions are given, so guidance remains at the minimum-viable level.

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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