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/). 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 9 tools
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.
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.
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.
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.