godot-sprite-mcp
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TDQS
Scored across 5 tools
Each tool targets a distinct stage of the pipeline (inspection, frame resource, collider, scene assembly), and the descriptions explicitly resolve the one real overlap by steering static objects to extract_collision_polygon and moving characters to build_body_collider. The only residual ambiguity is that build_character_scene composites the work of build_sprite_frames and build_body_collider, so an agent could pick the composite when it wanted just a sub-artifact.
All five names are snake_case verb_noun pairs (inspect_spritesheet, extract_collision_polygon, build_sprite_frames, build_body_collider, build_character_scene). The verb choice is semantically meaningful: 'inspect' for the read-only analysis tool, 'build' for the generators.
Five tools map cleanly onto a linear asset pipeline with no filler or redundancy. Every tool has an identifiable role and there is no thin one-tool surface nor a bloated menu.
The core workflow (discover frames -> SpriteFrames resource -> collider -> full character scene) is fully covered end to end. Minor gaps exist: no tool to read/validate or amend an existing .tres/.tscn, no TileSet or non-character sprite output, and no way to re-inspect previously generated assets.