Three-Live
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.
Three-Live 3D, CAD & Spatial XR compiler, headless 4-up contact sheet renderer, spatial linter (TL100-TL402), and 60 Hz simulation engine. Use three_live_validate and three_live_render to verify Three.js scenes visually and spatially, three_live_convert to export .glb or Apple .usdz, and three_live_sim to step KHR_interactivity and 60 Hz physics.
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
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| three_live_validateA | Validate a Three.js script (.js), HTML document (/), or .glb binary and run the 3D spatial, camera frustum, grounding, AABB collision, and lighting linter (TL100-TL402). |
| three_live_renderA | Render a Three.js script, HTML document, or .glb headlessly (zero GPU required) into a 4-up orthographic/camera contact sheet PNG (CAMERA, FRONT +Z, TOP +Y FRUSTUM, ISO 45 deg), single viewport PNG, or temporal filmstrip / 360-degree turntable GIF. Returns the base64 image directly to vision-capable agents along with spatial diagnostics. |
| three_live_convertA | Compile a Three.js script, HTML document, or .glb into a binary glTF 2.0 (.glb) or Apple 64-byte-aligned Universal Scene Description (.usdz) asset for Android (Filament / Jetpack XR SceneCore), iOS/visionOS (RealityKit / Quick Look), and Web. |
| three_live_simB | Simulate interactive KHR_interactivity behavior graphs, orbit/explode traits, and 60 Hz xr-live-sim rigid-body physics, character controllers, steering agents, hit zones, and objectives deterministically at 60 Hz. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| author_three_live_scene | Author and visually verify a cross-platform Three.js 3D, CAD, or Spatial XR scene for Android (Filament/SceneCore), iOS/visionOS (RealityKit), and Web. |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| Three-Live & XR-Live Authoring Guide | Concise Three.js primitives allowlist, userData.xr spatial traits, CAD/CSG helpers, and visual verification workflow. |
TDQS
Scored across 4 tools
The four tools map to clearly distinct pipeline stages: validation/linting, visual rendering, format conversion, and deterministic simulation. Although validate and render both surface spatial diagnostics, their primary outputs are different enough that tool selection is unambiguous.
All tools follow the same predictable three_live_<verb> snake_case pattern: validate, render, convert, and sim. The abbreviation 'sim' is minor but remains consistent with the established naming convention.
Four tools for four major operations is tightly scoped and appropriate for the server's purpose. Each tool covers a substantive stage of the Three.js/XR asset workflow, with no redundant entries.
The surface covers the core lifecycle: validate source, render previews, convert to glTF/USDZ, and simulate interactive behavior. A dedicated inspection, optimization, or metadata-extraction operation is absent, but validation diagnostics partially fill that gap.