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DX12 Engine MCP Server

by ryuto-alt

エンティティ生成

dx12_create_entity

Creates entities in the DX12 Engine editor, returning the generated entity details synchronously. Supports idempotency keys to prevent duplicate creation on retry.

Instructions

エンティティを生成する(エディタ専用)。フレーム境界で実処理されるが、Node が完了を待って【本物の {entityId, name, sceneGeneration} を同期で返す】({queued} は返らへん)。idempotency_key を付けると、再試行で同じキーが来ても二重生成されず同じ結果が返る。light_*/camera/particle_emitter/trigger は既定パラメータで生成される空エンティティ+コンポーネント(中身は dx12_describe_components 参照)。細かい値は生成後 dx12_set_component / dx12_set_transform で調整する。

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNoエンティティ名(一意推奨)。省略時は種別名。
typeYes種別。empty は Transform のみ。light_*/camera/particle_emitter/trigger は該当コンポーネント付きで生成(値は既定。set_component で調整)。
positionNo[x,y,z]。省略時 [0,0,0]。
idempotency_keyNo再試行の重複防止キー。同じキーの再送は二重生成されない。

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultNoエンジンからの生の結果。実際の形は各ツールの説明 / dx12_describe_components を参照。text にも同内容を JSON 文字列で格納。
Behavior5/5

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

The description discloses that actual processing occurs at frame boundaries, returns real entityId synchronously (not queued), and explains idempotency_key behavior for retry safety. This adds rich behavioral context beyond the schema and annotations.

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 dense with information but front-loads the main purpose. A few minor redundancies exist (e.g., explaining type defaults twice), but overall it is efficient.

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 (4 params, enum type), the description covers essential aspects: editor-only constraint, processing timing, return value behavior, component defaults, and adjustment workflow. It is complete for reliable use.

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?

Schema coverage is 100%, but the description adds value by explaining that type defaults to specific components, name defaults to type name, position defaults to [0,0,0], and idempotency_key prevents duplicate creation. These enrich 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 states 'エンティティを生成する(エディタ専用)', clearly indicating the verb (generate) and resource (entity), and specifying editor-only scope. It distinguishes from sibling creation tools by referencing other tools for detailed adjustments.

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 provides context (editor-only, frame-boundary processing, idempotency key usage) but does not explicitly contrast with sibling tools like dx12_spawn_box or dx12_spawn_prefab to indicate when to use each.

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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