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phaserjs

Phaser Editor MCP Server

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by phaserjs

scene-update-game-objects

Update properties of multiple game objects in a Phaser scene. For prefab instances, specify unlocked properties to override inherited values.

Instructions

Update multiple game objects in the scene. If you are updating 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. It is important that you be smart when setting the unlock property, because its value will override the unlock state of the object. This means, if you are going to update a property but want to keep the values of the other properties unlocked in the prefab instance then you have to include them in your update arguments.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
objectsYesThe game objects to update 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?

No annotations are provided, but the description discloses important behavioral details such as the locking mechanism for prefab instances and the side effect that setting 'unlock' overrides other unlocks. This adds significant transparency beyond the schema.

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 a single paragraph of about 100 words, packing multiple ideas. While it front-loads the core action, it could be more concise and structured (e.g., bullet points) to improve readability.

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

Completeness4/5

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

With 2 required parameters and no output schema, the description covers the main use case and the critical prefab locking behavior. However, it omits details about error handling, return values, or what happens with invalid inputs.

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?

Schema coverage is 100%, but the description adds crucial meaning by explaining the 'unlock' property inside the properties object, which is not defined in the schema. This clarifies how to handle prefab instances, compensating for the schema's open-ended nature.

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 'Update multiple game objects in the scene,' specifying the verb and resource. It distinguishes itself from sibling tools like 'scene-add-game-objects' and 'scene-delete-game-objects' by focusing on updates.

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 (using 'unlock' property) but does not compare this tool with similar siblings like 'scene-update-plain-objects' or 'scene-update-object-list', leaving ambiguity about when to choose this tool.

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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