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godot_create_material

Create Godot materials like StandardMaterial3D, ORMMaterial3D, ShaderMaterial, or CanvasItemMaterial at a target path, with optional shader code, PBR properties, and node assignment.

Instructions

Create StandardMaterial3D, ORMMaterial3D, ShaderMaterial, or CanvasItemMaterial.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
paramsYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior2/5

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

Annotations indicate this is not read-only, but the description does not disclose side effects such as creating or overwriting .tres files or attaching materials to nodes. With no detailed annotation coverage, the description should state persistence and assignment behavior, but it only says 'Create'.

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 a single, front-loaded sentence with no filler. However, it is so terse that it omits valuable behavioral and parameter context, so brevity becomes a limitation.

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

Completeness2/5

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

A tool with multiple material types, an inline shader code option, a shader path option, and an optional node assignment needs significantly more guidance. The one-line description is insufficient for an agent to correctly create a ShaderMaterial or to know what the side effects of creating a material are.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters2/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The description lists material types, which maps to the material_type parameter, but does not explain shader_code vs shader_path, properties, material_path, or assign_to_node_path. The schema has descriptions for nested properties, but the tool description itself adds no parameter guidance beyond repeating the type list.

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 names a concrete action, 'Create', and a specific resource class ('StandardMaterial3D, ORMMaterial3D, ShaderMaterial, or CanvasItemMaterial'). It distinguishes the tool from nearby creation tools like godot_create_shader by explicitly enumerating supported material types.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description provides no guidance on when to choose this tool versus alternatives such as godot_create_shader, godot_set_shader_param, or godot_apply_theme_override. It simply states what it creates, with no mention of selection conditions or use cases for the different material types.

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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