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    TDQS

    B3.2/5.0

    Scored across 96 tools

    Disambiguation3/5

    The set contains several tool clusters with overlapping purposes: seven asset-processor status/wait tools, multiple entity-query tools (list_entities, get_entity, get_entity_tree, get_scene_snapshot, get_entity_components), and several Python/session execution tools (run_editor_python, exec_in_session, run_console_command). The descriptions are unusually detailed and do explain the distinctions, but with 96 tools an agent still faces real misselection risk across these clusters.

    Naming Consistency4/5

    Nearly all names use a consistent snake_case verb_noun pattern (create_entity, delete_entity, get_transform, set_transform, add_anim_graph_node, remove_anim_graph_node). Minor deviations like undo/redo and the _live suffix on get_bus_schema_live are readable but not perfect matches for the pattern.

    Tool Count1/5

    96 tools is far beyond what an agent can reliably manage in one MCP surface and qualifies as an extreme mismatch, even for a broad game-engine editor. Many operations (asset status, entity queries, project/gem management) could be consolidated into fewer, more capable tools.

    Completeness4/5

    The surface is very broad, covering entity/component CRUD, transforms, levels, sequences, anim-graph authoring, assets, and project/gem lifecycle. There are some notable gaps and dead ends: no delete_level, delete_project, remove_gem, or deregister_engine, and save_prefab is documented as unable to propagate edits back to disk.

    Maintenance

    ActivityMaintained
    ResponsivenessSlow