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robertobendi

WazziCode Godot

by robertobendi

material_manage

Create, edit, and assign Godot materials (StandardMaterial3D, ORMMaterial3D, ShaderMaterial, CanvasItemMaterial) including shader uniforms and presets.

Instructions

Material authoring (StandardMaterial3D, ORMMaterial3D, ShaderMaterial, CanvasItemMaterial). Albedo, metallic/roughness, emission, transparency, shader uniforms.

Resource form: godot://materials — prefer for active-session reads.

Ops: • create(path, type="standard", shader_path="", overwrite=False) Create + save a material .tres at a res:// path. type: "standard" | "orm" | "canvas_item" | "shader". For "shader", shader_path points to the .gdshader. • set_param(path, param, value) Set a built-in property on a .tres material. Enum-valued params accept names ("alpha" -> TRANSPARENCY_ALPHA). Color/Vector dicts. Texture properties accept res:// paths. • set_shader_param(path, param, value) Set a shader uniform on a ShaderMaterial. • get(path) Inspect a material (type, params, uniforms, current values). • list(root="res://", type="") List materials under root, optional type filter. • assign(node_path, resource_path="", slot="override", create_if_missing=False, type="standard") Assign a material to a node slot. Slots: "override" | "surface_" | "canvas" | "process". When create_if_missing=True and no resource_path, makes an inline material of type. • apply_to_node(node_path, type="standard", params=None, slot="override", save_to="", overwrite=False) High-level: build + set params + assign in one undo. save_to optionally persists to disk; errors if the file already exists unless overwrite=True. • apply_preset(preset, path="", node_path="", overrides=None) Curated looks: metal, glass, emissive, unlit, matte, ceramic. path saves to disk; node_path assigns to a node; overrides merge.

Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
opYes
paramsNo
session_idNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Behavior5/5

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

No annotations are provided, so the description carries full burden. It discloses side effects (saving .tres, assigning materials, undo for apply_to_node), error conditions (overwrite=False errors if file exists), and parameter coercion (enum names to values, texture paths). It also explains the canonical call shape and compatibility alias, giving a complete behavioral model.

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

Conciseness5/5

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

While the description is long, it is meticulously structured with a summary followed by a bullet list of ops, each concisely specifying signature and semantics. Every sentence adds value—no fluff. The canonical call shape at the end is a useful structural aid. Front-loaded with a clear definition.

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 complexity (8 ops) and the sparse schema, the description is exceptionally complete. It covers all ops, their parameters, side effects, resource-form usage, and error handling. Since an output schema exists, return values need not be explained, and the description focuses on what the agent needs to select and invoke correctly.

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

Parameters5/5

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

The input schema is degenerate (only op, params, session_id) with 0% coverage of actual parameters. The description fully compensates by listing each op's parameters with types, defaults, and allowed values (e.g., type: 'standard' | 'orm' | 'canvas_item' | 'shader', slots: 'override' | 'surface_<N>' | 'canvas' | 'process'). It even clarifies how values like colors/vectors are passed and that texture properties accept res:// paths.

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: 'Material authoring (StandardMaterial3D, ORMMaterial3D, ShaderMaterial, CanvasItemMaterial)' and enumerates specific ops (create, set_param, assign, etc.). It distinguishes from siblings by focusing exclusively on materials and their properties, not general resources or scenes.

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

Usage Guidelines4/5

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

The description gives explicit guidance on when to use the resource form ('godot://materials — prefer for active-session reads') and details each op's parameters and behavior. However, it doesn't explicitly state when NOT to use this tool in favor of a sibling (e.g., resource_manage), so the alternatives are implied rather than directly contrasted.

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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