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character_manage

Create complete 2D or 3D player controllers in Godot with ready-made movement scripts, collision shapes, and camera setups. Choose platformer, top-down, first-person, or third-person genres.

Instructions

2D and 3D Character Controller Scaffolding.

Ops: • scaffold_2d(parent_path="", name="Player", genre="platformer", speed=200.0, jump_velocity=-350.0, acceleration=1200.0, friction=1000.0, coyote_time=0.12, jump_buffering=0.1, attach_camera=True, script_path="") Instantly scaffold a complete 2D player character (CharacterBody2D) with CollisionShape2D, placeholder graphics, optional follow camera with screen shake, and production-ready controller script with coyote time, jump buffering, floor snapping, and move_and_slide(). Genres: 'platformer' (gravity, jump) | 'topdown' (4/8-way movement).

• scaffold_3d(parent_path="", name="Player3D", genre="first_person", speed=5.0, sprint_speed=8.0, jump_velocity=4.5, mouse_sensitivity=0.002, script_path="") Instantly scaffold a complete 3D player character (CharacterBody3D) with CapsuleShape3D, CapsuleMesh, and Camera3D with mouse-look capture, sprinting, jumping, gravity, and move_and_slide(). Genres: 'first_person' (head-mounted camera) | 'third_person' (SpringArm3D).

Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
opYes
paramsNo
session_idNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. Addedv5.0.28

TDQS

A4.3/5.0
Behavior3/5

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

With no annotations, the description carries the behavioral burden and does explain what gets created: CharacterBody2D/3D, collision shapes, cameras, and controller script features. However, it does not disclose side effects such as whether files/nodes are written, whether existing files are overwritten, or whether an open scene is required.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is organized as a title, two op bullets with signature and behavior, genre notes, and a canonical call shape. Each sentence adds value, and the most important selection information is front-loaded.

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 two-op scaffolding tool with zero schema-level descriptions, the inline docs are nearly complete: signatures, defaults, genres, and call convention are all present. Minor gaps remain around parent_path/script_path semantics and filesystem/scene side effects, but the output schema can cover return values.

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

Parameters5/5

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

Schema description coverage is 0%, but the description fully compensates by giving complete signatures with defaults for every op parameter, plus enum-like genre choices. The input schema only exposes op/params/session_id, so this inline documentation is essential and well-provided.

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?

Description opens with a specific resource ('2D and 3D Character Controller Scaffolding') and enumerates two concrete operations, scaffold_2d and scaffold_3d, each with a clear verb and output. This distinguishes it from the many generic *_manage siblings.

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

Usage Guidelines4/5

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

Genre mappings ('platformer' vs 'topdown', 'first_person' vs 'third_person') give concrete selection criteria within the tool. It doesn't explicitly say when to choose this over node_create/script_attach, but the 'Instantly scaffold a complete ...' framing implies it as a higher-level alternative.

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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