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spawn_skill

Load the skill guides for every aspect of the work you're about to build, so the code uses intended mechanics and appearances instead of defaults.

Instructions

Load the craft for what you are about to build — pass EVERY skill the work touches, not one. This is where the engine's real technique lives (how a HUD is actually built, how a material is written, how terrain is sculpted); the API reference only lists fields, so code written without the skills works but looks and behaves like a default. Anything visual should carry the look skills alongside the mechanic: a HUD is game-ui + drawn-art, a glowing surface is custom-materials + looks, a scene is world-composition + looks. Guessing an id is fine and cheap — a miss answers with the real menu.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
idNoSingle skill id — prefer ids: [...] and load the whole set at once
idsNoSkill ids to load together, e.g. ["game-ui","drawn-art","looks"]. Pass every domain the next chunk of work touches — mechanic AND look. These are long documents (~7k tokens each), so 2-4 ids for the work actually in front of you, not the whole menu. Visual: drawn-art, game-ui, looks, custom-materials, fx, slash-vfx, 3d-sprites, world-composition, match-a-reference. Motion/camera: platformer-movement, vehicles, camera-first-person, camera-third-person, camera-isometric, camera-top-down. Systems: scripted-systems, data-and-saves, npc, enemy-ai, combat, projectiles, leaderboard, interactive-objects. Terrain/build: heightmap-terrain, voxel-terrain, structures, custom-geometry. spawn_skills is the authoritative live list.
projectDirNoAbsolute path to the Spawn game project (game.json / .env). Defaults to SPAWN_PROJECT_DIR or the MCP process cwd.
Behavior5/5

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

No annotations are present, so the description carries the full burden. It discloses that skill documents are ~7k tokens each, that loading is cheap, that a miss returns the real menu, and that skipping skills yields default-looking output. This is rich behavioral context.

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?

While dense, the description front-loads the core action and each sentence provides actionable guidance (what, why, combinations, error behavior). It is moderately long but earns its length for a tool with this conceptual complexity.

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?

Despite lacking an output schema, the description covers the essential context: when to call, what parameters to choose, size constraints, and failure behavior. It also points to spawn_skills for the authoritative list (in schema), making it sufficiently complete for an agent.

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?

The schema already describes all three parameters in detail (100% coverage), so the bar is at 3. The description adds value by giving concrete combination examples (HUD = game-ui + drawn-art) and the token-budget rule, which are not explicit in the schema's parameter descriptions.

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 clearly states the tool loads the 'craft' (skills) needed for upcoming work, with an explicit directive to pass all relevant skills. It differentiates from the API reference, but does not explicitly name sibling tools like spawn_skills for list retrieval within the description, slightly limiting sibling differentiation.

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?

Provides explicit when-to-use guidance: load skills before building, pass every domain touched, limit to 2-4 ids, and combine visual skills for visual work. It also notes that guessing ids is safe and cheap, with a miss returning the real menu.

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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