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godot_scatter_multimesh

Scatter mesh instances across a 3D area using GPU instancing, with configurable count, random scale/rotation, and optional alignment to terrain normals.

Instructions

High-performance GPU instanced scattering across a 3D bounding area.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
paramsYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior3/5

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

Annotations declare readOnlyHint=false, idempotentHint=false, and destructiveHint=false, so the description is not required to re-establish the mutation profile. It adds modest behavioral context by describing the scattering as GPU-instanced across a bounding area, which implies the creation of many instances efficiently. However, it does not disclose what the tool does to the active scene—e.g., whether it creates a new node, overwrites an existing one, or how placement randomness works.

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 of under ten words with no wasted phrases. 'High-performance' is mildly generic, but the rest is compact and relevant, making it easy for an agent to scan quickly.

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

Completeness3/5

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

For a tool of moderate complexity, the description only covers the high-level idea, leaving the agent reliant on the rich nested schema and output schema for operational details. It does not mention important context such as active scene requirements, default behaviors when mesh_path is omitted (the schema covers this), or the result of invoking the tool. The gaps are partially compensated by structured annotations, but the description itself remains incomplete.

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

Parameters3/5

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

The top-level 'params' field has no description in the schema, but the nested properties are thoroughly documented (units, fallback mesh behavior, path semantics, alignment flags, etc.). The tool description itself adds almost nothing beyond linking '3D bounding area' to the area_size concept, so the schema carries the parameter-semantic burden and the description neither helps nor hurts meaningfully.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description names a specific action ('scattering') and resource ('GPU instanced' meshes across a '3D bounding area'), which conveys the core purpose and hints at the MultiMesh mechanism behind the tool name. It does not name the sibling it is an alternative to, nor does it state that it creates/updates a MultiMeshInstance3D in the active scene, so it falls short of full sibling differentiation.

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?

No explicit when-to-use or when-not-to-use guidance is provided, and no alternative tools are named (e.g., godot_generate_procedural_mesh, godot_configure_particles). The only implicit hint is 'High-performance GPU instanced', which suggests use for large-scale scattering, but prerequisites like an open scene, a parent node, or a valid mesh_path are absent.

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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