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phaserjs

Phaser Editor MCP Server

Official
by phaserjs

scene-get-nested-prefabs-instances

Retrieve all nested prefab instances from a prefab instance, enabling property updates or addition of objects to container-like prefabs.

Instructions

Get all the nested prefab instances of the given prefab instance. A prefab instance can have other prefab instances as children that are exposed as nested prefab instances. This tool returns all the nested prefab instances, not the direct children. You can use this tool to get the info of the nested prefab instances and perform operations like updating the nested prefabs or, in case they are containers-like objects, add objects to them. You cannot delete a nested prefab instance. A nested prefab instance also have a prefabId that points to an object inside the root prefab. You can modify a nested prefab instance just like any other prefab instance, you have to provide the id, the values of the properties, and update the unlock field. Each nested prefab instance contains its own data.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
idYesThe `id` of the prefab instance game object in the scene.
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`.
Behavior4/5

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

With no annotations, the description discloses key behaviors: it returns all nested instances (not direct children), cannot delete, and explains how to modify nested prefabs (provide id, values, unlock field). It does not cover return format or side effects, but is fairly transparent.

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 moderately concise, front-loading the main purpose in the first sentence. While it includes useful detail, some sentences could be merged for tighter structure.

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?

The description explains the tool's function and limitations but lacks details on the return format or structure of the nested prefab instances. For a tool with no output schema, this is a notable gap, though the description does mention some content (prefabId, own data).

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 for parameters is 100%, so baseline is 3. The description mentions the 'id' parameter but adds no additional meaning or constraints beyond what the schema already provides for 'sceneId' or 'id'.

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: to get all nested prefab instances of a given prefab instance. It distinguishes nested instances from direct children, making the purpose specific and unambiguous.

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 gives context on when to use this tool (to get nested prefab info for updating or adding objects) and includes a constraint (cannot delete). However, it does not explicitly contrast it with sibling tools like scene-get-objects-data or scene-update-game-objects.

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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