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csg_manage

Create CSG shapes (box, sphere, cylinder, torus, polygon) and set their boolean operation (union, intersection, subtraction) to carve holes, caves, and tunnels in the Godot editor.

Instructions

CSG authoring (create boolean shapes, set their operation).

Create CSG shapes (box, sphere, cylinder, torus, polygon) under a Node3D parent in the currently edited scene and set their boolean operation (union / intersection / subtraction) so geometry like holes, caves and tunnels can be carved directly in the editor. All write ops are undoable via EditorUndoRedoManager. Sibling CSG shapes under the same parent combine automatically; use a CSGCombiner3D parent for explicit grouping. Size, position and material live on the created node — set them with node_set_property / material_manage after creation.

Ops: • csg_create(parent_path, name="", shape="box", operation="union") Create a CSG shape under a Node3D parent (empty parent_path = scene root). shape: box | sphere | cylinder | torus | polygon. operation: union | intersection | subtraction. Returns: {path, name, shape, operation}

• csg_set_operation(path, operation) Set the boolean operation of a CSG shape. operation: union | intersection | subtraction. Returns: {operation}

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

Behavior4/5

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

With no annotations provided, the description carries the disclosure burden. It reveals that all write ops are undoable via EditorUndoRedoManager, and that sibling CSG shapes auto-combine—useful behavioral context beyond the basic operation. It could mention error cases, but current disclosures are solid.

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 well-structured with a one-liner summary, a detailed explanatory paragraph, and clearly formatted op bullets. It is slightly longer than necessary but every sentence adds value.

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

Completeness5/5

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

The description covers operation semantics, parameter details, return values, undo behavior, grouping constraints, and property handling. Given the tool's two-OP scope, this is fully sufficient for an agent to select and invoke correctly.

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?

The input schema is generic (op/params/session_id) with 0% coverage of inner parameters. The description fully documents both ops: parameter names, defaults, enums, and return values, providing complete semantic meaning.

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?

The description opens with 'CSG authoring' and clearly states it creates boolean shapes and sets their operations. It specifies resource types (box, sphere, cylinder, etc.) and differentiates from sibling tools like node_create by focusing on CSG-specific behavior.

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?

The description explains the use case (carving holes/caves/tunnels in the editor) and gives guidance on grouping with CSGCombiner3D. It also directs users to node_set_property/material_manage for post-creation edits, but does not explicitly state when not to use this tool.

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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