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Blender Copilot MCP Server

by dwgx

unity_create_material_presets

Generate preset materials for common avatar parts in Unity, supporting basic and full avatar presets with customizable shader and output directory.

Instructions

Generate a set of preset materials for common avatar parts.

Parameters:

  • project_path: Unity project path

  • preset: "avatar_basic" (skin/hair/eye/cloth), "avatar_full" (+ accessory/emission/transparent), "custom"

  • shader_name: Base shader for all materials (default: "liltoon")

  • output_dir: Folder to save materials

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
presetNoavatar_basic
output_dirNoAssets/Materials
shader_nameNoliltoon
project_pathNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior2/5

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

With no annotations, the description carries full burden for behavioral disclosure. It does not mention side effects like overwriting existing materials, whether materials are created in Assets, or any permissions needed. The description only states the action without behavioral nuances.

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

Conciseness4/5

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

The description is concise, with a clear front-loaded purpose and a bulleted parameter list. It avoids unnecessary words, though the parameter list could be integrated more cohesively. Overall, it is efficient and scannable.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the presence of an output schema, the description need not detail return values, but it lacks information on error conditions, file creation behavior, and whether materials are saved automatically. The parameter explanations are sufficient for basic usage but not exhaustive.

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

Parameters4/5

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

The description adds meaningful context beyond the schema, explaining the preset values and their mappings to avatar parts, as well as the default shader. However, 'project_path' is only briefly described as 'Unity project path', and 'output_dir' is not elaborated further. The schema coverage is 0%, so the description compensates well.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool generates preset materials for common avatar parts, specifying the preset types (avatar_basic, avatar_full) and shader. This distinguishes it from generic material creation tools, though it does not explicitly differentiate from the sibling 'material_create_preset'.

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

Usage Guidelines2/5

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

No guidance is provided on when to use this tool versus alternatives like 'material_create_preset' or other material-related tools. The description lacks context on prerequisites, such as requiring an open Unity project or that the output directory should exist.

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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