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DX12 Engine MCP Server

by ryuto-alt

テクスチャ上書き割当

dx12_set_texture
Idempotent

Assign a texture to an entity's MeshRenderer using per-instance overrides, avoiding material sharing. Supports albedo, normal, and metal roughness slots with optional submesh index.

Instructions

エンティティの MeshRenderer にテクスチャを割り当てる(Inspector のアセットブラウザ D&D と同じ操作)。Material はモデル共有なので直接触らず、インスタンス単位の override に書く=他のインスタンスに波及しない。slot は albedo(既定)/normal/metalRoughness、submesh はサブメッシュ index(既定 0)。path 空文字で解除(Material 既定に戻る)。即時反映。entity(id) か name 指定。スプライトのテクスチャは set_component(sprite2d, {texturePath}) の方。

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNoエンティティ名(完全一致)。id の代わりに使える。Stop 後など id が変わる場面で安定。
pathYesassets 相対パス(例: textures/rust.png)。空文字で override 解除。
slotNoテクスチャスロット。省略で albedo。
entityNoエンティティ id(int)。name と排他。
submeshNoサブメッシュ index。省略で 0。

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 important behaviors: changes are instance-only (not propagated), immediate reflection, and empty path removes the override. These go beyond the idempotentHint annotation, providing a complete behavioral picture.

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?

The description is a single, well-structured paragraph that front-loads the purpose and then explains key details efficiently. Every sentence adds necessary information without redundancy.

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?

For a tool with 5 parameters and a clear use case, the description covers all aspects: what it does, how it differs from siblings, parameter semantics, and behavioral notes. It is fully self-contained and leaves no major gaps.

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?

Although the schema already describes parameters, the description adds meaningful context: slot defaults, submesh index 0, path empty meaning unassignment, entity vs name alternatives. This enhances understanding beyond the schema descriptions.

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 assigns a texture to an entity's MeshRenderer, mirroring Inspector's drag-and-drop. It distinguishes from sibling `set_component` for sprites, making the purpose precise 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 Guidelines5/5

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

The description explicitly tells when to use this tool (for MeshRenderer textures) and when not (sprite textures → use set_component). It also explains that Material is model-shared, so users should use this override instead of modifying Material directly.

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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