Quartermaster
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
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
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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'). |
| 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/). |
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 9 tools
Most tools map to distinct workflows, but list_asset_categories and get_vault_stats both report per-category counts, and get_stack_recommendations with list_stack_recipes can be confused as recommendation surfaces. The detailed descriptions disambiguate most cases, but some boundary overlap remains.
All tool names follow a consistent snake_case verb_noun pattern: search_, get_, list_, audit_, import_, validate_. There are no mixed naming conventions or vague verbs, and even related stack tools use predictable get/list distinctions.
Nine tools is a reasonable size for this server's scope and covers search, details, stats, project auditing, import, and stack validation. The count would be a 5 if list_asset_categories and get_vault_stats did not duplicate category-count reporting.
The vault search, details, stats, and stack recommendation/validation surface is strong, but there is a notable workflow gap: audit_project is engine-aware for Unity and Unreal, while import_asset_to_project only supports Unity .unitypackage files. There is also no download or asset lifecycle management operation, leaving some workflows unable to proceed.