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material_manage

Create, edit, and assign Godot materials with operations for standard, ORM, shader, and canvas item types. Manage parameters, shader uniforms, and presets.

Instructions

Material authoring (StandardMaterial3D, ORMMaterial3D, ShaderMaterial, CanvasItemMaterial). Albedo, metallic/roughness, emission, transparency, shader uniforms.

Resource form: godot://materials — prefer for active-session reads.

Ops: • create(path, type="standard", shader_path="", overwrite=False) Create + save a material .tres at a res:// path. type: "standard" | "orm" | "canvas_item" | "shader". For "shader", shader_path points to the .gdshader. • set_param(path, param, value) Set a built-in property on a .tres material. Enum-valued params accept names ("alpha" -> TRANSPARENCY_ALPHA). Color/Vector dicts. Texture properties accept res:// paths. • set_shader_param(path, param, value) Set a shader uniform on a ShaderMaterial. • get(path) Inspect a material (type, params, uniforms, current values). • list(root="res://", type="") List materials under root, optional type filter. • assign(node_path, resource_path="", slot="override", create_if_missing=False, type="standard") Assign a material to a node slot. Slots: "override" | "surface_" | "canvas" | "process". When create_if_missing=True and no resource_path, makes an inline material of type. • apply_to_node(node_path, type="standard", params=None, slot="override", save_to="", overwrite=False) High-level: build + set params + assign in one undo. save_to optionally persists to disk; errors if the file already exists unless overwrite=True. • apply_preset(preset, path="", node_path="", overrides=None) Curated looks: metal, glass, emissive, unlit, matte, ceramic. path saves to disk; node_path assigns to a node; overrides merge.

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

Behavior5/5

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

No annotations exist, so the description fully carries the transparency burden, and it does so excellently. Each op lists its side effects: save to disk, assign to node, inline material creation, error when file exists unless overwrite=True, and one undo action for apply_to_node. The compatibility alias for flat parameters is also disclosed.

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 long but extremely well-structured: it opens with the tool's scope, then uses bullet-pointed op signatures, and closes with a note on call shape. Every sentence carries necessary information for a multi-op tool, though a couple of lines could be tightened without losing 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?

Given the tool's complexity (eight operations, many parameter combinations) and the generic schema, the description leaves no critical gaps. It covers all ops, their parameters, error semantics, resource-form usage, and edge cases. Since an output schema exists, the lack of return-value descriptions is appropriate.

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 only exposes op, params, and session_id with 0% coverage of actual parameters. The description compensates comprehensively by providing full pseudo-signatures for every operation, including defaults, enum values, and domain-specific rules like texture properties accepting res:// paths and enum-valued params accepting names.

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 clearly identifies the tool as a material authoring and management tool, listing specific material types (StandardMaterial3D, ORMMaterial3D, ShaderMaterial, CanvasItemMaterial) and eight concrete operations. It uses strong verbs like create, set_param, get, list, assign, apply_to_node, and apply_preset, making the tool's purpose very distinct from the vague 'material_manage' name.

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?

It provides detailed per-operation guidance, including parameter signatures, valid types, and behavior like overwrite errors and undo grouping. It also notes the canonical call shape and a compatibility alias. However, it does not explicitly compare this tool to siblings like resource_manage, so alternatives are not discussed.

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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