spawn_client
Run client verbs like where, players, inputs, move, look, witness, screenshot, or run scripts against your joined game session to inspect and control a live body.
Instructions
Run any other verb of the packaged client against your standing body — spawn client <verb> …. Join first (spawn_client_join); these all act through that session.
The verbs the current client serves: where (your pose, world, place and the nearest objects — a sim read, no pixels), players (every body in the room and where it is), inputs (the world's declared actions — what a key actually does HERE, read it before sending any), move <x> <y> <z> or move --to <objectId> with --speed walk|run|teleport, look --at <objectId|x,y,z>, witness (the room as a picture), crossing (portals and slot census), screenshot, run <file> or run -e "<source>" (a play script: play.key / press / hold / release / walk / face / moveTo / where / players / entities / state / until).
The verb list belongs to the client the STACK serves, not to this server, so it can gain verbs without this tool changing — if one is not recognised, spawn_client verb:"--help" is not it; the client's own error names what it takes. --origin is refused: it would send your token to another stack.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| args | No | Arguments, one array element each — never one joined string. `move 8 0 18 --speed walk` is ["8","0","18","--speed","walk"]. | |
| verb | Yes | The client verb: where, players, inputs, move, look, witness, crossing, screenshot, run, … | |
| session | No | Session name, so one machine can stand more than one body (default 'default'). Every verb takes it; a session self-expires at its ttl. | |
| projectDir | No | Absolute path to the Spawn game project (.env). Defaults to SPAWN_PROJECT_DIR or the MCP process cwd. |