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phaserjs

Phaser Editor MCP Server

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by phaserjs

scene-add-game-objects

Add multiple game objects to a Phaser scene, including images, sprites, text, and polygons. Unlock prefab instance properties before setting them.

Instructions

Add multiple new game objects to the scene. If you are adding prefab instances, then you should include the "unlock" property which contains an array of the name of the properties you are setting to the object. By default, are properties are locked in a prefab instance, so you need to unlock them before setting them, otherwise, the prefab instance will get the values defined originally in the prefab scene.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
objectsYes
sceneIdYesThe `id` of the scene. The `id` is not the name of the scene, else a unique identifier is set in the scene data. You need to read the scene data to get the `id`.
Behavior2/5

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

No annotations are provided, so the description carries full burden. It only mentions the unlock behavior for prefabs, but does not disclose other behavioral traits like idempotency, error handling, permissions, or effects on existing objects.

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 short but contains a typo ('By default, are properties are locked') that could confuse. It is not overly long, but the structure could be clearer.

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?

Given the complexity of adding multiple game objects with prefab unlock logic, the description covers the essential use case but omits details like return values, prerequisites (e.g., scene must be open), and error conditions. No output schema is provided.

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

Parameters4/5

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

The input schema already describes both parameters (sceneId and objects) with meaningful text. The description adds value by explaining the 'unlock' property for prefab instances, which is not in the schema, and clarifies how properties interact with prefabs.

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 purpose: 'Add multiple new game objects to the scene.' It uses a specific verb ('Add') and resource ('game objects'), and distinguishes itself from sibling tools like scene-delete-game-objects or scene-add-editable-tilemap.

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

Usage Guidelines3/5

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

The description provides specific guidance for prefab instances (unlock property), but does not explicitly state when to use this tool versus alternatives or when not to use it. Usage context is implied but not comprehensive.

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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