o3de-mcp
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TDQS
Scored across 66 tools
The toolset covers many distinct areas, but several near-overlapping pairs exist: build_project/start_build, run_editor_python/exec_in_session, get_bus_schema/get_bus_schema_live, and get_scene_snapshot/get_entity_tree/list_entities. Descriptions help clarify the differences, but the sheer number of similarly-purposed tools makes misselection likely.
The dominant verb_noun snake_case pattern is consistent and predictable across most tools (list_*, create_*, get_*, set_*, enable_*, disable_*). Minor outliers like undo, redo, exec_in_session, and wait_for_assets break the pattern slightly without causing major confusion.
66 tools is far beyond what is typically appropriate for a coherent MCP surface, even for a complex engine. Many tools could be consolidated, such as blocking vs background builds, one-off vs persistent Python execution, and multiple scene/entity listing variants, making the set heavy and difficult for an agent to navigate.
The surface is remarkably comprehensive for the O3DE domain: engine registration, project and gem management, builds, asset processing, logs, levels, entities, components, prefabs, viewport control, Python sessions, bus schemas, and console commands are all covered. Minor lifecycle gaps exist, such as no delete project/gem/level or entity rename, but core workflows do not hit dead ends.