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game_tween_property

Animate a node property to a target value with adjustable duration, easing, and transition.

Instructions

Tween a node property in the running game

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
durationNoDuration in seconds. Default: 1.0
easeTypeNoTween.EaseType enum value. Default: 2 (IN_OUT)
nodePathYesPath to the node
propertyYesProperty to tween (e.g., "position", "modulate")
transTypeNoTween.TransitionType enum value. Default: 0 (LINEAR)
finalValueYesTarget value. Use {x,y} for Vector2, {x,y,z} for Vector3, {r,g,b,a} for Color

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

C2.9/5.0
Behavior2/5

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

Annotations are absent, so the description carries the full burden of behavioral disclosure. 'Tween a node property' implies a runtime, time-based mutation, but it does not state whether the tween is async, whether it modifies the scene permanently, how it interacts with existing tweens, or what the function returns when invoked.

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 a single, front-loaded sentence with no wasted words. It is appropriately short, though it sacrifices useful behavioral and usage context for brevity.

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

Completeness2/5

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

For a runtime mutation tool with six parameters, no annotations, and no output schema, one sentence is insufficient. The description does not explain return values, asynchronous behavior, how to verify completion, or how this differs from related game_* tools, leaving significant gaps for an agent selecting or invoking it correctly.

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 description coverage is 100%, so the schema already documents all six parameters, including defaults and format hints for finalValue. The description adds no additional parameter-level meaning, so the baseline of 3 applies.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific action ('Tween') and resource ('a node property'), which clearly conveys the tool animates a property over time. However, it does not differentiate from siblings like game_set_property or game_play_animation, so an agent must infer the distinction.

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

Usage Guidelines2/5

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

There is no guidance on when to use this tool versus alternatives such as game_set_property (immediate) or game_play_animation (keyframe-driven animation). No exclusions, prerequisites, or conditions are stated, leaving usage entirely implied.

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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