Skip to main content
Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
SAVE_BASE_DIRNoAbsolute path the save tools may read/write. Defaults to the process working directory.
MCP_AUTH_TOKENNoRequired bearer token on SSE transport requests. Leave blank to disable auth.
EMPTYSOCK_API_TOKENNoBearer token for authenticated engine API calls

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
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
navmesh_find_pathA

Find an A* path between two 2D points on a loaded navmesh. Returns an ordered array of waypoints or an empty array if no path exists.

navmesh_nearest_nodeC

Return the nearest walkable node on the navmesh to a given world point.

physics_raycast_2dB

Cast a ray in 2D physics space and return the first hit entity, hit point, and normal.

physics_raycast_3dC

Cast a ray in 3D physics space (Rapier3D) and return the first hit.

physics_overlap_circleB

Return all entity IDs whose 2D colliders overlap a circle.

physics_body_stateA

Return the current position, velocity, and angular velocity of a physics body by entity ID.

scene_create_entityC

Add a new entity to a scene. Returns the new entity's ID.

scene_list_entitiesB

List all entity IDs currently active in a scene.

scene_entity_infoC

Return the tag, active state, and component list for a specific entity.

scene_get_componentB

Retrieve the serialised state of a specific component on an entity.

save_readA

Read a save slot from disk and return its JSON data.

save_writeA

Write JSON data to a save slot on disk.

save_deleteA

Delete a save slot from disk.

save_listA

List all available save slots.

actor_send_messageA

Enqueue a message in a specific actor's inbox. The actor processes it on the next flush pass.

actor_broadcastB

Broadcast a message to all registered actors in the current ActorSystem.

actor_inbox_sizeB

Return the number of pending messages in an actor's inbox.

gms2_inspect_projectA

Read a GameMaker Studio 2 .yyp project file and return a JSON summary: project name, asset counts by type, and lists of object and script names. Read-only — does not modify any files.

emptysock_layer_infoA

Return reference documentation for the EmptySock LayerSystem API: defineLayer, addToLayer, setVisible, setParallax, and RenderSystem integration.

particle_emitter_configA

Get or set a ParticleSystem emitter configuration by emitter ID. Omit config to read; provide config to write.

story_graph_exportA

Export the Story Graph (VNSystem) for a named scene as a JSON object containing nodes and edges.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.4/5.0

Scored across 21 tools

Disambiguation5/5

Tools are clearly separated by domain (navmesh, physics, scene, save, actor, etc.) and each tool targets a distinct action or query. Even within physics, 2D and 3D raycasts are explicitly differentiated. No two tools appear to do the same thing.

Naming Consistency5/5

All tools follow a consistent domain_verb_noun pattern (e.g., scene_create_entity, save_list, actor_send_message). Suffixes like _2d and _3d are uniform, and the one odd name (emptysock_layer_info) still adheres to the same style. Naming is predictable and coherent.

Tool Count3/5

With 21 tools, the count falls in the 16-25 range, which is borderline heavy. However, the server covers many distinct subsystems, so each tool arguably earns its place, but the overall number feels slightly excessive for a single MCP server.

Completeness3/5

The set covers core read/query operations across multiple domains, but there are notable gaps: scene entities can be created and inspected but not updated or deleted, physics only offers queries (no manipulation), and particle control is limited to configuration. This leaves some lifecycle operations incomplete.

Maintenance

ActivityMaintained
ResponsivenessNo issues