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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

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

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
unity_editorC

Controls and inspects the Tuanjie Editor. Supported actions: publish_dirty_state_if_needed, wait_for_compile, wait_for_stop, request_compile, start_compilation_pipeline, get_compilation_summary, wait_for_idle, play, pause, stop, step, get_state, get_current_state, get_project_root, get_windows, get_active_tool, get_selection, drain_agent_input, set_active_tool, ensure_tag, add_tag, remove_tag, get_tags, ensure_layer, add_layer, remove_layer, get_layers, focus_window. Additional action-specific parameters are passed through unchanged.

unity_sceneA

Creates, opens, saves, and inspects scenes. Supported actions: ensure_scene_open, ensure_scene_saved, create, load, save, get_hierarchy, get_active, get_build_settings. Additional action-specific parameters are passed through unchanged.

unity_gameobjectA

Creates, modifies, finds, and inspects GameObjects and components. Supported actions: create_batch, edit_batch, ensure_component, ensure_renderer_material, ensure_mesh_collider_mesh, ensure_prefab_default_sprite, create, modify, delete, find, list_children, get_components, add_component, remove_component, set_component_property, select. Additional action-specific parameters are passed through unchanged.

unity_consoleB

Reads or clears Tuanjie Editor console entries. Supported actions: get, clear. Additional action-specific parameters are passed through unchanged.

unity_scriptC

Creates, reads, edits, validates, and deletes C# scripts under Assets. Supported actions: create, read, update, delete, apply_text_edits, validate, edit, get_sha. Additional action-specific parameters are passed through unchanged.

unity_shaderC

Inspects render pipelines and manages shader compilation or previews. Supported actions: detect_render_pipeline, ensure_material_shader_for_srp, compile, preview. Additional action-specific parameters are passed through unchanged.

unity_assetA

Creates, imports, modifies, searches, and inspects project assets. Supported actions: create_batch, edit_batch, ensure_has_meta, ensure_meta_integrity, import, create, modify, delete, duplicate, move, rename, search, get_info, create_folder, get_components. Additional action-specific parameters are passed through unchanged.

unity_packageA

Installs, removes, waits for, or lists UPM packages. Supported actions: install_package, remove_package, wait_for_upm, list_packages. Additional action-specific parameters are passed through unchanged.

unity_bakeB

Starts, waits for, or clears navigation and lighting bakes. Supported actions: bake_navmesh, bake_lighting, wait_for_bake, clear_navmesh, clear_baked_data. Additional action-specific parameters are passed through unchanged.

unity_ui_toolkitB

Creates and links UI Toolkit assets. Supported actions: ensure_panel_settings_asset, link_uss_to_uxml, create_uxml, create_uss. Additional action-specific parameters are passed through unchanged.

unity_menuC

Lists or executes Tuanjie Editor menu items. Supported actions: execute, get_available_menus. Additional action-specific parameters are passed through unchanged.

unity_screenshotB

Captures editor, scene, camera, asset, or UI views and controls Game View recording. Supported actions: capture_game_view, capture, capture_scene_view, capture_scene_camera, capture_main_camera, capture_specific_camera, capture_asset, capture_ui_toolkit, start_game_view_recording, finish_game_view_recording. Additional action-specific parameters are passed through unchanged.

unity_gameviewA

Reads or changes the Game View resolution. Supported actions: get_resolution, set_resolution, list_resolutions. Additional action-specific parameters are passed through unchanged.

unity_inputA

Simulates mouse, keyboard, and virtual input devices, primarily in Play Mode. Supported actions: mouse_click, mouse_move, mouse_drag, mouse_scroll, mouse_down, mouse_up, key_press, key_down, key_up, type_text, create_virtual_devices, destroy_virtual_devices. Additional action-specific parameters are passed through unchanged.

unity_jobB

Checks, lists, or cancels asynchronous Bridge jobs. Supported actions: status, check, list, cancel. Additional action-specific parameters are passed through unchanged.

unity_dialogB

Clicks a button in a modal editor dialog. Supported actions: click. Additional action-specific parameters are passed through unchanged.

execute_custom_toolB

Executes a custom tool registered by the official Codely Bridge package. Pass tool_name and an optional parameters object.

unity_custom_toolsA

Lists custom tools registered by project extensions in the official Codely Bridge. Use the returned names with execute_custom_tool.

execute_csharp_scriptA

Executes inline C# or an existing .cs file through the official Bridge. Provide script or script_path. This can mutate the project or editor state.

tuanjie_startA

Ensures the official Codely Bridge package is present in the configured project, opens that project with tuanjie.exe, waits for Bridge readiness, and verifies the connected project. If the editor is already connected, it is reused. This can update Packages/manifest.json when the Bridge package is missing.

tuanjie_bridge_statusA

Reads the active .com-unity-codely.json and reports the adapter connection state without reconnecting.

unity_refreshA

Re-reads .com-unity-codely.json, reconnects to the current dynamic Bridge port, and verifies the project root.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.2/5.0

Scored across 22 tools

Disambiguation4/5

Tools are grouped by clear editor subsystems (asset, scene, GameObject, package, console), so an agent can usually choose the right one from the name. A few overlaps exist—unity_asset and unity_gameobject both expose get_components, and shader/editor compile actions could be confused—but descriptions keep boundaries mostly clear.

Naming Consistency4/5

Names are consistently lowercase snake_case and follow a recognizable prefix taxonomy: unity_* for editor subsystems, tuanjie_* for bridge lifecycle, and execute_* for generic execution. The main inconsistency is that names are domain nouns rather than verb_noun action names, with a few outliers like execute_custom_tool and unity_custom_tools.

Tool Count3/5

22 tools is on the heavy side, and each tool bundles many sub-actions, making the effective surface much larger than the count suggests. The breadth is justified by the editor-automation domain, but the toolset feels borderline over-scoped rather than tight.

Completeness4/5

The server covers the major editor workflows: connection/startup, assets, scenes, GameObjects, scripts, packages, UI, input, screenshots, console, baking, and editor state. Obvious gaps like build/player settings or dedicated prefab/animation tools exist, but they are workable gaps rather than critical dead ends.

Maintenance

ActivityMaintained
ResponsivenessNo issues