Tool Reference
Complete catalog of all 76+ tools available in BlueprintForge (UE5) and Manny (Unity). Tools are organized by category and callable via chat or MCP protocol.
7
Core Tools
26
Script / Blueprint
6
AnimTools
18+
AI Router
Core Tools
7 tools — Project management, diagnostics, caching, and undo support
Verify that the plugin server is running and responsive. Returns server version, uptime, registered tool count, and memory usage.
Get the current state of the editor and plugin. Reports open scene/level, active selection, connected providers, bridge status, and recent errors.
Search the project's asset database by name, type, path, or label. Supports glob patterns and regex filtering. Returns matching asset paths with metadata.
query (string) — Search pattern; type (string, optional) — Asset type filter; limit (int, optional) — Max resultsRead a value from the plugin's key-value cache. Used for storing intermediate results, session data, and user preferences between tool invocations.
key (string) — Cache key to readWrite or update a value in the plugin cache, or clear a specific key. Optionally set a TTL (time-to-live) for auto-expiration.
key (string) — Cache key; value (any, optional) — Value to store; ttl (int, optional) — Expiration in secondsList recent editor transactions (tool operations) with timestamps, descriptions, and undo capability flags. Useful for reviewing what changes have been made.
limit (int, optional) — Number of recent transactions to returnUndo a specific transaction by ID or undo the most recent transaction. Reverts all editor changes made by that tool invocation.
transactionId (string, optional) — Specific transaction to undo; omit to undo the latestScriptTools / BlueprintTools
26 tools — Code generation, scene management, materials, and editor automation
Manny: C# scripts via Roslyn • BlueprintForge: Blueprint graph nodes
Script / Code Management
Generate a new C# script (Unity) or Blueprint class (UE5) from a natural language description or template. Supports MonoBehaviour, ScriptableObject, interface, and plain C# class types. Roslyn analysis validates the generated code before saving.
name (string) — Script/class name; description (string) — What the script should do; type (string, optional) — MonoBehaviour, ScriptableObject, etc.; path (string, optional) — Output pathEdit an existing script by adding, removing, or changing code sections. Uses Roslyn for syntax-safe modifications in Unity. Describe the change in natural language or provide specific code to insert.
path (string) — Script asset path; modification (string) — What to change; code (string, optional) — Specific code to insertDelete a script file from the project. Removes the asset and cleans up any meta files. Registers a transaction for undo support.
path (string) — Script asset pathTrigger a domain reload and recompilation of all scripts. Returns compile status, error count, and warning details. Useful after generating or modifying multiple scripts.
Variables & Methods
Add a serialized field, property, or constant to an existing script. Supports all C# types, default values, attributes ([SerializeField], [Header], [Range]), and access modifiers.
scriptPath (string); name (string); type (string); defaultValue (any, optional); attributes (string[], optional)Change the type, default value, access modifier, or attributes of an existing variable in a script.
scriptPath (string); name (string); changes (object) — Fields to modifyRemove a variable declaration from a script. Optionally removes references to the variable in the same file.
scriptPath (string); name (string); removeReferences (bool, optional)Add a new method to an existing script. Specify parameters, return type, body, and attributes. Generates properly formatted C# with XML documentation comments.
scriptPath (string); name (string); returnType (string); parameters (object[], optional); body (string, optional); description (string, optional)Edit the body, parameters, return type, or attributes of an existing method. Describe the change in natural language for AI-assisted modification.
scriptPath (string); name (string); changes (object)Remove a method from a script. Cleans up associated comments and blank lines.
scriptPath (string); name (string)Scene & GameObject Management
Create a new GameObject in the active scene (Unity) or spawn an Actor in the current level (UE5). Set name, position, rotation, scale, and parent. Optionally create from a prefab/Blueprint.
name (string); position (vector3, optional); rotation (vector3, optional); scale (vector3, optional); parent (string, optional); prefab (string, optional)Set the world or local transform of an existing object. Supports absolute positioning, relative offsets, and look-at targeting.
name (string); position (vector3, optional); rotation (vector3, optional); scale (vector3, optional); space (string, optional) — "world" or "local"Remove an object from the scene by name or path. Supports recursive deletion of child hierarchies. Registers a transaction for undo.
name (string); includeChildren (bool, optional)Set a serialized property value on a component or object by reflection. Works with any serializable field type including custom classes and arrays.
target (string) — Object/component path; property (string); value (any)Add a component to a GameObject (Unity) or ActorComponent to an Actor (UE5). Supports built-in and custom component types. Optionally set initial property values.
target (string); componentType (string); properties (object, optional)Remove a component from a GameObject or Actor by type name. If multiple components of the same type exist, specify an index.
target (string); componentType (string); index (int, optional)Prefabs & Assets
Save a scene object as a reusable prefab asset (Unity) or Blueprint class (UE5). Captures the full component hierarchy and property values.
source (string) — Scene object name; path (string) — Asset save pathOpen a prefab in edit mode, apply changes (add/remove components, update properties), and save. Changes propagate to all instances.
path (string); modifications (object) — Changes to applyMaterials & Rendering
Create a new material asset. Automatically selects the appropriate shader for the active render pipeline (Built-in Standard, URP Lit, HDRP Lit). Set color, metallic, smoothness, emission, and texture properties.
name (string); shader (string, optional); color (color, optional); metallic (float, optional); smoothness (float, optional); emission (color, optional)Assign a material to a renderer component on a scene object. Supports material slot indices for multi-material meshes.
target (string); materialPath (string); slotIndex (int, optional)Assign a mesh asset to a MeshFilter/MeshRenderer (Unity) or StaticMeshComponent (UE5) on a scene object.
target (string); meshPath (string)Editor Utilities
Save the currently open scene (Unity) or level (UE5) to disk.
path (string, optional) — Save to a new path (Save As)Open a scene or level file in the editor. Prompts to save unsaved changes before switching.
path (string) — Scene/level asset pathExecute a Unity menu item or UE5 editor command by path. Useful for triggering built-in editor operations like Play, Build, or custom menu extensions.
menuPath (string) — e.g., "Edit/Project Settings..." or "Tools/Build All"Configure input actions and bindings. Unity: creates Input Action Assets or legacy Input Manager entries. UE5: sets up Enhanced Input actions and mappings.
actionName (string); inputType (string); bindings (object[]) — Key/button bindingsExecute multiple tool calls in a single transaction. All operations succeed or fail together, with a single undo point. Useful for complex multi-step operations.
operations (object[]) — Array of tool calls with names and parametersAnimTools
6 tools — Mecanim Animator (Unity) and Animation Blueprint (UE5) automation
Inspect an Animator controller (Unity) or Animation Blueprint (UE5). Returns the full structure: layers, state machines, states, transitions, parameters, and blend trees.
controller (string) — Animator asset path; layer (int, optional) — Specific layer indexCreate or modify a state machine within an Animator controller. Add a new layer with a sub-state machine, or restructure an existing one.
controller (string); name (string); layer (int, optional); defaultState (string, optional)Add, modify, or remove a state in an Animator state machine. Configure state speed, motion time, mirror, cycle offset, and IK settings.
controller (string); stateMachine (string); name (string); action (string) — "add", "modify", or "remove"; properties (object, optional)Create or edit transitions between states. Configure conditions (parameter comparisons), duration, offset, interruption source, and ordered interruption settings.
controller (string); from (string); to (string); conditions (object[], optional); duration (float, optional); hasExitTime (bool, optional)Assign an animation clip to a state, or configure a blend tree with multiple clips and blend parameters. Supports 1D, 2D Simple Directional, 2D Freeform, and Direct blend tree types.
controller (string); state (string); clip (string, optional); blendTree (object, optional) — Blend tree configurationValidate an Animator controller for common issues: missing clips, unreachable states, transitions without conditions, parameter mismatches, and orphaned blend trees. Returns a detailed report.
controller (string); fixIssues (bool, optional) — Attempt automatic fixesAI Router
18+ tools — Multi-provider AI orchestration, generation, and Blender integration
LLM Operations
Send a message to an LLM provider (Claude, Gemini, or OpenRouter) and receive a response. Supports system prompts, conversation history, temperature, and max tokens. The AI Router selects the configured default provider or you can specify one.
message (string); provider (string, optional); model (string, optional); systemPrompt (string, optional); temperature (float, optional); maxTokens (int, optional)Generate structured content (code, JSON, documentation) from a prompt. Returns the generated content in a specified format with optional schema validation.
prompt (string); format (string, optional) — "code", "json", "text"; provider (string, optional); schema (object, optional)Image & Texture Generation
Generate an image from a text prompt using DALL-E or Stable Diffusion. Save the result as a project asset (PNG or JPEG). Supports size, style, and quality parameters.
prompt (string); provider (string, optional); size (string, optional); style (string, optional); outputPath (string)Generate a seamless tileable texture from a description. Optimized for game asset use -- includes normal map, roughness, and metallic map generation when requested.
prompt (string); resolution (string, optional); tileable (bool, optional); maps (string[], optional) — "normal", "roughness", "metallic"; outputPath (string)3D Mesh Generation
Start a 3D mesh generation task using Meshy or Hyper3D. Generation is asynchronous -- use mesh_status to poll progress and mesh_import to bring the result into your project.
prompt (string); provider (string, optional); style (string, optional); topology (string, optional)Check the progress of an active mesh generation task. Returns percentage complete, estimated time remaining, and preview URL when available.
taskId (string)Download and import a completed 3D mesh into the project. Handles format conversion (GLB/FBX), material setup, and asset registration.
taskId (string); outputPath (string); format (string, optional) — "glb" or "fbx"Audio Generation
Generate audio content -- voice dialogue (ElevenLabs), music tracks (Suno), or sound effects. Returns a WAV or MP3 asset imported into the project.
prompt (string); type (string) — "voice", "music", or "sfx"; provider (string, optional); voiceId (string, optional); duration (float, optional); outputPath (string)Blender MCP Integration
Establish a connection to a running Blender instance with the Blueprint Factory Blender addon installed. Returns connection status and Blender version.
host (string, optional) — Default "localhost"; port (int, optional) — Default 5000Execute a Blender Python command on the connected instance. Supports bpy operations, object manipulation, modifier application, and scene setup.
command (string) — Python/bpy command; waitForResult (bool, optional)Export a model from Blender and import it directly into the game engine project. Handles FBX/GLB export, file transfer, and asset registration in one step.
objectName (string, optional) — Specific object or "all"; format (string, optional); outputPath (string)Export an asset from the game engine project to the connected Blender instance for editing. Opens the model in Blender ready for modification.
assetPath (string); format (string, optional)Provider Management
Get or set AI provider configuration. View current API keys (masked), default models, rate limits, and endpoint overrides. Set new keys or change default provider selection.
provider (string, optional); apiKey (string, optional); model (string, optional); endpoint (string, optional)Manually route a request to a specific provider, bypassing the auto-router. Useful for testing or when you need a specific model's capabilities.
provider (string); request (object)Check the health and availability of all configured AI providers. Returns connection status, rate limit remaining, and last response latency for each provider.
Estimate the API cost for a planned operation before executing it. Returns estimated token count and dollar cost by provider.
operation (string); inputSize (int, optional); provider (string, optional)List all available models for a provider, with capabilities (vision, function calling, long context), pricing, and context window sizes.
provider (string, optional) — Omit for all providersView API usage history with token counts, costs, and timestamps. Filter by provider, date range, or operation type. Useful for budget tracking.
provider (string, optional); days (int, optional) — Lookback period; groupBy (string, optional) — "day", "provider", or "tool"