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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

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
search_owned_assetsA

Search the user's asset vault across Unity, Fab, Quixel Megascans, Gumroad, and Cosmos. Hybrid: keyword (FTS5) fused with BGE text embeddings and CLIP visual vectors via 3-way RRF. Results include 'match' attribution ('keyword+semantic+vision') and 'ownership' ('vault_owned' vs 'catalog_grant').

engine: target game engine compatibility (all|unity|unreal|godot). Engine-agnostic sources (Quixel FBX/textures, Cosmos) match both unity and unreal.
source: filter by marketplace provider (all|unity|fab|quixel|gumroad|cosmos).
pipeline: render pipeline (all|HDRP|URP|Built-in).
local_only: only assets already downloaded to disk.
limit: max results to return.
get_asset_detailsB

Full details for one owned asset: summary, usage notes, gallery/video links, store URL.

list_asset_categoriesA

List all categories and how many owned assets fall into each.

get_stack_recommendationsA

Given a game/feature description (e.g. 'third-person fantasy open world with magic combat and a village'), sweep the vault using 3-way hybrid search (FTS + BGE + CLIP) and recommend which owned packages fit which aspect of the problem.

audit_projectA

Detect the engine, version and render pipeline of a game project (Unity: from ProjectVersion.txt / manifest.json; Unreal: .uproject / DefaultEngine.ini). Call this BEFORE recommending or importing assets so pipeline mismatches (e.g. URP-only shader into an HDRP project) are caught.

import_asset_to_projectA

Unpack a locally-downloaded Unity Asset Store package (.unitypackage) directly into a Unity project's Assets/ folder. Only works for assets tagged local=true (check with search first). project_dir must be the Unity project root (the folder containing Assets/). A UPM package shipped inside it (Packages// with a package.json) is installed as an embedded package in /Packages// and listed in embedded_packages.

validate_stackA

Lint a set of owned assets that are planned for one project/stack. Detects role conflicts (two weather systems, two vegetation renderers, …), same-product family notes, and missing prerequisites (e.g. MicroSplat module without core MicroSplat). Call before importing multiple assets together.

list_stack_recipesA

Curated production stacks ('asset recipes') resolved against the user's OWN library. Each recipe lists which owned assets fill each slot.

get_vault_statsA

Overall vault stats: total assets per engine, per category, and how many are already downloaded locally vs cloud-only.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A3.9/5.0

Scored across 9 tools

Disambiguation4/5

Most tools have clearly distinct purposes: auditing a project, searching assets, importing assets, validating stacks, and retrieving stats. The main overlap is among the stack-oriented tools (get_stack_recommendations, list_stack_recipes, validate_stack), but their descriptions distinguish recommendation, curation, and linting roles well enough for an agent to choose correctly.

Naming Consistency5/5

All tool names use consistent snake_case with clear verb_noun patterns (audit_project, list_asset_categories, get_asset_details, search_owned_assets, validate_stack, etc.). There is no mixing of camelCase or inconsistent verb styles.

Tool Count5/5

Nine tools is well-scoped for an asset vault and project-integration server. Each tool earns its place, covering discovery, inspection, recommendation, validation, and import without excessive breadth.

Completeness4/5

The surface covers core workflows: project audit, asset search/details, category/stats overview, stack recommendation/validation, and Unity import. Minor gaps exist, such as no Unreal/Fab import path and no explicit asset removal or metadata update operation, but agents can work around these for the stated purpose.

Maintenance

ActivityMaintained
ResponsivenessNo issues