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phaserjs

Phaser Editor MCP Server

Official
by phaserjs

ide-create-new-prefab-scene

Create a new prefab scene to define reusable custom game objects. Use prefabs for entities like players, enemies, and platforms, then instantiate them in any scene.

Instructions

Create a new special scene that is a prefab. A prefab is a scene with a single game object (the prefab object) and its children. You can create a prefab instance and add it to a scene or another prefab. That's the idea of prefabs, create reusable objects. It is very common to create a prefab for every entity of the game, like the player, the different enemies, non-player characters, platforms, collectibles and many more. A prefab scene is compiled as a subclass of a game object, not as a Phaser.Scene. You can think about a prefab as a custom game object class. Even, you can create a prefab that is variant of another prefab. This means, a prefab that inherits another prefab. To create a prefab variant, just use another prefab instance as root of the prefab scene, as prefab object. This tool only creates an empty prefab scene, you must add the prefab object to the scene, immediately. The goal of a prefab is to instantiate and add it to other scenes.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesThe name of the prefab scene file. It is not a full name, just the name. The extension will be added automatically.
Behavior4/5

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

No annotations are provided, so the description carries the full burden. It explains that a prefab scene compiles as a game object subclass and that the tool only creates an empty scene, requiring immediate object addition. Minor gaps like error conditions or performance are absent but acceptable for a simple creation tool.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is verbose and includes extensive prefab background information. While well-structured and front-loaded, some sentences are redundant for a tool definition. Could be more concise while retaining key usage guidance.

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

Completeness5/5

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

Given the tool's simplicity (single parameter, no output schema), the description provides all necessary context: what a prefab is, how to create one, and what actions follow. No additional details are needed for effective use.

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?

Schema coverage is 100%, so baseline is 3. The description repeats that the name parameter is not a full path and extension is added automatically, but adds no new meaning beyond the schema. The detailed prefab explanation doesn't directly enhance parameter understanding.

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 clearly states the tool's function: 'Create a new special scene that is a prefab.' It defines prefab and distinguishes it from a regular scene, differentiating from sibling tools like 'ide-create-new-scene'.

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

Usage Guidelines5/5

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

The description explicitly advises creating a prefab for reusable game entities and instructs that the created prefab is empty and the user must add a prefab object immediately. It also mentions variant creation via another prefab instance, providing guidance on alternatives.

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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