threejs-devtools-mcp
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TDQS
Scored across 60 tools
Each tool targets a distinct aspect of Three.js development—scene hierarchy, geometry, materials, animations, performance, etc. Even similar tools like set_camera and set_light areclearly differentiated by their noun. Overlap is minimal (e.g., object_details vs overlay_selected serve different contexts).
All tool names follow a consistent verb_noun pattern in snake_case (e.g., add_helper, set_camera, scene_tree). Verbs are imperative and nouns specify the target, making the pattern predictable across the entire set.
With 60 tools, the surface is large but still scoped to Three.js devtools. However, many tools are runtime-only previews (set_* tools) and some debug helpers could be consolidated, making the count feel heavy for the core debugging purpose.
The tool set covers almost every common debugging and modification need: inspection of all objects, materials, textures, shaders, animations, performance, screenshots, export, and even gltf-to-r3f conversion. No obvious gaps for typical Three.js development workflows.