Turn prompts into production-ready game assets: animated characters, textures, terrain, VFX, HUD.
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Tool list from our last check. Connect live to refresh it.
Return the skeleton frame for a limb. Outward = R_Thigh−L_Thigh (never ask the LLM). Up = Knee→Hip / Ankle→Knee. Match getWearableFrame axes — no Euler.
Limb to seat
URL of the rigged character
Tool list last changed Oct 23, 2026.
Return the skeleton frame for a limb. Outward = R_Thigh−L_Thigh (never ask the LLM). Up = Knee→Hip / Ankle→Knee. Match getWearableFrame axes — no Euler.
| Argument | Type | Description |
|---|---|---|
| bodyPart* | string | Limb to seat |
| character_url* | string | URL of the rigged character |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"character_url",
"bodyPart"
],
"properties": {
"bodyPart": {
"enum": [
"right_thigh",
"left_thigh",
"right_shin",
"left_shin"
],
"type": "string",
"description": "Limb to seat"
},
"character_url": {
"type": "string",
"description": "URL of the rigged character"
}
}
}Analyze an armor asset once: up, bodyFacing, outward, anchor. Never returns rotate X = 180°.
| Argument | Type | Description |
|---|---|---|
| side | string | |
| type | string | |
| asset_url* | string | URL of the armor piece |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"asset_url"
],
"properties": {
"side": {
"enum": [
"left",
"right"
],
"type": "string"
},
"type": {
"enum": [
"thigh",
"greave"
],
"type": "string"
},
"asset_url": {
"type": "string",
"description": "URL of the armor piece"
}
}
}combat.abilities: inspect schema, get an editable Chrono Crab example, validate a pack or export executable Three.js, Godot, Unity and Unreal source adapters. Shared costs, cooldowns, conditions, targeting, windup/active/recovery and presentation cues. Native adapters require the game combat backend and asset bindings. Returns relative path/content files; no rig/animation/VFX generation or automatic installation. Persist through gripforge_gamekit_configure config.pack or project data. 0 credits.
| Argument | Type | Description |
|---|---|---|
| pack | object | Versioned ability pack. Read schema/example first; author a reusable pack then validate it. |
| action* | string | |
| target | string | |
| model_asset | string | Library model id bound to the example. Does not rig or animate it. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"action"
],
"properties": {
"pack": {
"type": "object",
"description": "Versioned ability pack. Read schema/example first; author a reusable pack then validate it.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"action": {
"enum": [
"schema",
"example",
"validate",
"export"
],
"type": "string"
},
"target": {
"enum": [
"threejs",
"godot",
"unity",
"unreal",
"all"
],
"type": "string"
},
"model_asset": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$",
"description": "Library model id bound to the example. Does not rig or animate it."
}
}
}A hero's abilities ready to play in Character Studio: the kit (role, lane, basic attack, passive + Q/W/E/R with type, range, cooldown, cost, effect, VFX brief, cast animation) from a hero concept or written from one sentence; the basic attack and Q/W/E/R casts animated with NVIDIA Kimodo on the rigged character; and the gripforge.abilities/1 pack (targeting, damage/heal, timings) bound to those clips and stored on the result. Call stage=plan first (free) and show the abilities and price (1 credit per clip, 5 for a kit); then stage=build with the returned kit. Poll gripforge_generation_read with job_id; result.studio_url opens the Abilities tab. Numbers are starting values, not a balance pass; VFX lines are briefs for gripforge_vfx_generate.
| Argument | Type | Description |
|---|---|---|
| kit | object | The kit returned by plan: pass it to build to keep exactly what was shown. |
| name | string | |
| stage | string | plan (default, free): the kit, its abilities and clips, and the price. build: queue the GPU job. |
| prompt | string | The hero in one sentence when there is no concept, e.g. "a frost archer who slows enemies, ultimate freezes an area". Its kit is written at plan. |
| character_id | string | Rigged Library character or enemy the clips and abilities go on. Default: the UAL mannequin. |
| workspace_id | string | |
| hero_concept_id |
Journey — after the roster; gripforge_game_audit lists it among what a finished MOBA has. Write and bind a cast effect for each ability of a Game Kit project that has none: an area gets a ground shockwave, a line a bolt and its trail, an arc a sweeping crescent, a self cast a rising aura; colour from the ability's words (fire, frost, wind, holy…), size from its range, ultimates larger. The project needs the fx.ability_vfx kit (the moba preset installs it) and an abilities collection (gripforge_moba_roster writes it). Effects are procedural sources saved as VFX items and bound to ability_vfx:<ability id>, immediately. replace: true rewrites the existing ones; abilities limits to some ids. A hand-made or generated VFX bound to the same slot takes over. 0 credits.
| Argument | Type | Description |
|---|---|---|
| replace | boolean | Rewrite abilities that already have an effect (default: keep them). |
| abilities | array | Only these ability ids (default: all). |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"replace": {
"type": "boolean",
"description": "Rewrite abilities that already have an effect (default: keep them)."
},
"abilities": {
"type": "array",
"items": {
"type": "string"
},
"maxItems": 80,
"description": "Only these ability ids (default: all)."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}ADMIN ONLY. Every asset of the platform, all workspaces: filter by kind, owner, tag, pack, style, team rating (rating=none is the review queue) or curation (featured, hidden), sort by rating or size. Each row has its team rating (1–5), featured / hidden flags and its mobile rank (0–100). Pass id for one asset in full. Refused for non-admin keys. Change them with gripforge_admin_assets_update.
| Argument | Type | Description |
|---|---|---|
| q | string | Name, id, file name, owner or description. |
| id | string | One asset: its full detail (meta, usage, dependents) instead of a list. |
| dir | string | |
| tag | string | |
| kind | string | |
| pack | string | |
| page | integer | |
| size | integer | |
| sort | string | |
| owner |
ADMIN ONLY. Curate platform assets in bulk (up to 200 ids): rate 1–5 (moves the community rank), add or remove a tag, replace the tags of one asset, feature (first in the rank sort), hide (out of listings and search, still served by id), publish / unpublish, file into a pack. Every change is audited with the admin who made it. Find ids with gripforge_admin_assets. Deleting stays in the /admin/assets screen. Refused for non-admin keys.
| Argument | Type | Description |
|---|---|---|
| ids* | array | |
| tag | string | |
| pack | any | |
| tags | array | set_tags only. |
| action* | string | rate: team rating 1–5 (rating null removes it), weighs on the rank (1★ −16 … 5★ +16). tag / untag: add or remove one tag. set_tags: replace the tags of ONE asset. feature: first in the community rank sort. hide: out of the community listings, search and sitemap, still served by its id (games keep it). publish / unpublish: community visibility. pack: file into a collection (pack null removes it). |
| rating | any |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"action",
"ids"
],
"properties": {
"ids": {
"type": "array",
"items": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$"
},
"maxItems": 200,
"minItems": 1
},
"tag": {
"type": "string",
"maxLength": 40,
"minLength": 1
},
"pack": {
"anyOf": [
{
"type": "string",
"maxLength": 160,
"minLength": 1
},
{
"type": "null"
}
]
},
"tags": {
"type": "array",
"items": {
"type": "string",
"maxLength": 40,
"minLength": 1
},
"maxItems": 40,
"description": "set_tags only."
},
"action": {
"enum": [
"rate",
"tag",
"untag",
"set_tags",
"feature",
"unfeature",
"hide",
"unhide",
"publish",
"unpublish",
"pack"
],
"type": "string",
"description": "rate: team rating 1–5 (rating null removes it), weighs on the rank (1★ −16 … 5★ +16). tag / untag: add or remove one tag. set_tags: replace the tags of ONE asset. feature: first in the community rank sort. hide: out of the community listings, search and sitemap, still served by its id (games keep it). publish / unpublish: community visibility. pack: file into a collection (pack null removes it)."
},
"rating": {
"anyOf": [
{
"type": "integer",
"maximum": 5,
"minimum": 1
},
{
"type": "null"
}
]
}
}
}Aim-offset poses for a Library character/armed bind (0 credits): per hand, two-bone IK + wrist alignment so the WEAPON AXIS (gf_muzzle locator from loadout, else the seat forward) points at every direction of a yaw×pitch grid. Returns bone-local quaternions per pose + rest, and a Three.js/Godot blend snippet. Dual wield ready (independent hands).
| Argument | Type | Description |
|---|---|---|
| yaws | array | Default [-60,-30,0,30,60] |
| hands | array | |
| pitches | array | Default [-40,-20,0,20,40] |
| attach_id | string | Armed bind / loadout id (lib_…) — preferred |
| extension | number | Arm extension 0.5–0.98 (default 0.9) |
| character_id | string | Character id if no bind |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"yaws": {
"type": "array",
"items": {
"type": "number"
},
"description": "Default [-60,-30,0,30,60]"
},
"hands": {
"type": "array",
"items": {
"enum": [
"left",
"right"
],
"type": "string"
}
},
"pitches": {
"type": "array",
"items": {
"type": "number"
},
"description": "Default [-40,-20,0,20,40]"
},
"attach_id": {
"type": "string",
"description": "Armed bind / loadout id (lib_…) — preferred"
},
"extension": {
"type": "number",
"description": "Arm extension 0.5–0.98 (default 0.9)"
},
"character_id": {
"type": "string",
"description": "Character id if no bind"
}
}
}Retarget the Universal Animation Library pack onto a Mixamo-named Library character/enemy/armed bind. In a Game Kit project gripforge_gamekit_creatures runs it for free on every bound creature, and gripforge_game_audit lists the models still lacking movement or action clips. Base slots + extras (taunt, stinger, knockback, block, jump_start/loop/land, idle_guns, shoot). archetype remaps the base slots: sword (default), claws, heavy, brawler, puppet. Opt-in slots fire_breath (mouth exhalation) and energy_cast (two-hand azure wave) use the Studio VFX character motions. Saves kind=animation. 0 credits.
| Argument | Type | Description |
|---|---|---|
| name | string | Library name for the animated GLB |
| slots | array | Subset of clips (default: all) |
| archetype | string | Movement/strike archetype — remaps the base slots (default sword) |
| character_id* | string | Library character, enemy, or armed bind id |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"character_id"
],
"properties": {
"name": {
"type": "string",
"description": "Library name for the animated GLB"
},
"slots": {
"type": "array",
"items": {
"enum": [
"idle",
"walk",
"run",
"attack1",
"attack2",
"attack3",
"hit",
"death",
"dodge",
"taunt",
"stinger",
"knockback",
"block",
"jump_start",
"jump_loop",
"jump_land",
"idle_guns",
"shoot",
"fire_breath",
"energy_cast"
],
"type": "string"
},
"description": "Subset of clips (default: all)"
},
"archetype": {
"enum": [
"sword",
"claws",
"heavy",
"brawler",
"puppet"
],
"type": "string",
"description": "Movement/strike archetype — remaps the base slots (default sword)"
},
"character_id": {
"type": "string",
"description": "Library character, enemy, or armed bind id"
}
}
}Plan or apply render.realism across shared PBR materials, immutable textures, surface shaders, lighting, post-processing, environment and skinned character rendering, with a bounded render quality and render.lod configuration suggestion. Defaults to mode=plan (no save); mode=apply writes one work revision atomically, preserving assets, transforms, animation and validated versions. Explicit nodeIds restrict instance assignments; lighting/post-processing are global. materials/characters rows use {nodeId,material:"*"|exactName,override:{roughness,metalness,map,normalMap,surface,...}}; pinned map references, null removes overrides. Characters require character/enemy/boss/fps-arms role. Does not fabricate missing detail, execute paid generation, add game LOD automatically, or approve realism visually. Request a real scene_review afterwards. WEB only; not DLSS.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| mode | string | |
| nodeIds | array | |
| quality | string | |
| lighting | string | |
| materials | array | |
| characters | array | |
| environment | object |
Read the reusable Meshy/Tripo building and district contract, example, limits and plan → build workflow. Separate immutable Library assets, scene instances and shared SceneDocument. No paid generation.
No arguments.
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {}
}Queue a durable armor-kit job: one shared concept, isolated Imagine references, Meshy PBR models, bounded Blender interior preparation and paired GLB exports, then actual GripForge wearer review. Types: helmet, chest, belt, pauldron, bracer, glove, thigh, greave, boot, upperarm, gorget, tasset, undersuit. coverage=full adds a durable anatomical decomposition of the concept, rejects missing planned roles before mesh generation and records per-instance coverage fits. A piece count alone never proves body coverage. The optional undersuit is a locally manufactured adaptive textile which retains each wearer’s skin weights. Meshy pieces cost 11 credits per canonical type; the textile has no image/mesh charge. A new concept costs 1 credit; mirrors are included. concept_item must be an owned Library image. source_kit + explicit pieces regenerates only those types into a NEW work kit and pins unchanged pieces. Closing the call/page does not cancel. Poll gripforge_generation_read. Success is a work version, never automatic visual approval. The result includes a Grip Studio link, review scene, concepts, source models and Blender source.
| Argument | Type | Description |
|---|---|---|
| name | string | |
| pieces | array | |
| prompt* | string | |
| coverage | string | |
| polycount | integer | |
| source_kit | string | |
Read an owned kit manifest, semantic slots and immutable piece revisions. Equipment and instances remain independent. Returns the Grip Studio link. To correct selected types, call gripforge_armor_generate with source_kit and pieces.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Fork a failed/cancelled armor job into a new work kit. Preserve completed pieces and the exact shared concept; recreate only unfinished types by default. Optional pieces chooses types explicitly. Use prompt for targeted corrections. Original checkpoints and artifacts remain intact. Costs 11 credits per regenerated canonical type (plus a concept credit only if none survived). Use generation_retry instead for a transient provider or worker error to reuse the exact same steps without another charge.
| Argument | Type | Description |
|---|---|---|
| pieces | array | |
| prompt | string | |
| source_job* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"source_job"
],
"properties": {
"pieces": {
"type": "array",
"items": {
"enum": [
"helmet",
"chest",
"belt",
"pauldron",
"bracer",
"glove",
"thigh",
"greave",
"boot",
"upperarm",
"gorget",
"tasset",
"undersuit"
],
"type": "string"
},
"maxItems": 13,
"minItems": 1
},
"prompt": {
"type": "string",
"maxLength": 2000,
"minLength": 3
},
"source_job": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}Copy a published Community asset into the connected workspace. Assets and armor sets are free by default. Only an explicit creator price is charged, using paid credits. Repeated takes are not billed again but may create another copy: reuse an existing workspace id when possible. Returns the private Library item and signed file URL. Download it with gripforge_library_pull, then import into the actual game.
| Argument | Type | Description |
|---|---|---|
| id* | string | Published Community Library id. |
| workspace_id | string | Authorized workspace; defaults to the connected workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]+$",
"description": "Published Community Library id."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Authorized workspace; defaults to the connected workspace."
}
}
}Search actual asset models, materials and animations, independently of Game Kit modules. Returns provenance, import requirements and Library ids. Results are ranked best first by fitness for a GripForge game (score/100, grade A–D, reasons: triangle budget for the target, rigged and clean rig, clips, empty-handed characters, attachable weapons, classified, file size, adoption); `best` is the top pick across sources. Prefer grade A/B; read the reasons before choosing a C/D. Search both sources before manufacturing missing roles. An empty kit search does not mean there are no assets. Search is free; never substitutes proxy geometry for finished models. In a Game Kit project, use it to fill what gripforge_game_audit reports missing (a creature slot gets ranked proposals from gripforge_gamekit_creatures; a character without clips is animated, not left idle).
| Argument | Type | Description |
|---|---|---|
| q* | string | Visual role or style, e.g. sci-fi turret, rock, soldier. |
| kind | string | Optional asset kind. |
| sort | string | rank (default): best fit first; newest: most recent first. |
| limit | integer | Results per source; default 12. |
| offset | integer | Pagination offset per source; default 0. |
| source | string | Defaults to both. |
Attach a prop (sword, shield, gun, staff/scythe…) onto a rigged character. Finds the hand bone across naming schemes, scales the prop to the character, seats the grip, closes the fist, and returns a bind + ready-to-paste Three.js / Unity / Godot snippets. Pass Library ids (character_id / prop_id) or https URLs. attach_id reuses an existing armed bind GLB as the character. prop_id_2 attaches a second held item (off-hand) onto the first result. The bind (+ armed GLB when export_glb) is saved in Library — not a second credit. To write files into an open repo, use the npm MCP package gripforge_library_pull.
| Argument | Type | Description |
|---|---|---|
| fist | number | Fist closing 0→1 (default 1) |
| hand | string | Hand side (default right) |
| style | string | Grip style (default: geometric classification) |
| prop_id | string | Library id of a prop (lib_…) |
| style_2 | string | Style of the second held item |
| prop_url | string | URL of the prop mesh |
| ai_refine | boolean | Vision check of the grip (+10-30s) |
| attach_id | string | Library bind id — armed GLB used as the character (second prop, or continue a kit) |
Generate SFX and ambience with self-hosted Stable Audio 3 Medium, the default sound model. No downgrade to Small. Call action=quote first (no generation/charge), then action=generate with the returned quote_hash and identical inputs. Cost is disclosed in the quote; generation may spend the selected AI allowance or GripForge credits. Returns a durable job_id immediately; poll gripforge_generation_read. Successful takes survive retries as Library audio with prompt, seed, revision and WAV measurements. Optional role assignment uses expected_revision; a conflicting edit keeps takes in Library without overwriting the project. Listen to results: quality and seamless loops are unreviewed. Max SFX 30s, ambience 60s, 1–4 variants, seed increments per take. Music uses its own pipeline; voices use Drama 3 via audio.speech.
| Argument | Type | Description |
|---|---|---|
| loop | boolean | |
| name | string | |
| role | string | Optional project role from gripforge_game_audio get. Requires expected_revision. Music/voice roles are not supported. |
| seed | integer | |
| action | string | |
| prompt* | string | Describe one isolated sound in English: source, action, material, character and decay. |
| weapon | string | Optional gun model ID, requires role=shot. |
Search locker + Community audio. Prompt matches name, description, tags and use (gunshot, ui, magic, footsteps, announcer, dinosaure, magie, pas…). Each hit has id, description, use[], pack, file_url. Community hits: clone with /api/v1/community/{id}/clone (free unless the creator sets a price in credits) then pull. Free to search.
| Argument | Type | Description |
|---|---|---|
| prompt | string | What you need, e.g. "gunshot", "ui click", "dinosaur roar", "magie", "annonceur fps". Omit for a short catalog. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"type": "string",
"description": "What you need, e.g. \"gunshot\", \"ui click\", \"dinosaur roar\", \"magie\", \"annonceur fps\". Omit for a short catalog."
}
}
}Inspect project structure and flow, preserve fresh build evidence and report unsupported tests explicitly. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Queue a bounded Blender recipe, never arbitrary Python. Saves GLB and .blend in the workspace as an unvalidated work version with a shared Scene Studio link. Read gripforge_scene_schema for recipe fields. Supports original primitive/custom meshes, PBR colors and keyed transforms. Poll gripforge_generation_read; final visual approval must use GripForge rendering, not Blender screenshots.
| Argument | Type | Description |
|---|---|---|
| recipe* | object | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"recipe"
],
"properties": {
"recipe": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}Create a playable boss for a game look: stats, phases, attacks bound to anim-pack slots, arena, and Three / Godot / Unity / Unreal snippets. Kit is 0 credits. Reuses a locker enemy when one exists. Pass character_id to bind a Library mesh. Pass generate=true to forge a NEW kind=enemy boss mesh (10 credits, 2–8 min) — only if style_kit / locker is empty. Then gripforge_animate(archetype) + gripforge_hitbox. Name stays text.
| Argument | Type | Description |
|---|---|---|
| name | string | Boss display name |
| role | string | mini | mid | final (inferred from the prompt) |
| prompt* | string | e.g. "gothic action phantom boss" |
| generate | boolean | Forge a new enemy mesh (10 credits). Skip if locker already has one. |
| provider | string | Only used when generate=true (default tripo) |
| character_id | string | lib_… character/enemy/bind to bind — 0 credits |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"name": {
"type": "string",
"maxLength": 80,
"description": "Boss display name"
},
"role": {
"enum": [
"mini",
"mid",
"final"
],
"type": "string",
"description": "mini | mid | final (inferred from the prompt)"
},
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"gothic action phantom boss\""
},
"generate": {
"type": "boolean",
"description": "Forge a new enemy mesh (10 credits). Skip if locker already has one."
},
"provider": {
"enum": [
"tripo",
"meshy"
],
"type": "string",
"description": "Only used when generate=true (default tripo)"
},
"character_id": {
"type": "string",
"description": "lib_… character/enemy/bind to bind — 0 credits"
}
}
}Navmesh bots as server-owned player scenes so spawner/synchronizer/net-kit damage apply unchanged. 0 credits.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | difficulty: easy, normal, hard |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "difficulty: easy, normal, hard"
}
}
}Not implemented. Returns 501 until artifact upload exists.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game build id (bld_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game build id (bld_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Read one game build. Upload/deploy of Linux dedicated artifacts is not implemented yet.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game build id (bld_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game build id (bld_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}List game_builds (not Godot kit zips at /api/v1/builds).
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Not implemented. Returns 501. Mutating / production-sensitive.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game build id (bld_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game build id (bld_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Local optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local rights manifest must be selected in the browser; none are downloaded. render_preview starts an asynchronous request: read the command receipt, then query get_render_capabilities for actual completion, model, effective resolution, provenance, timings and limitations. Cancellation prevents stale publication. No images are uploaded. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| request_id* | string | A new id of your choosing for this request (letters, digits, - _ .): its receipt is read with gripforge_runtime_receipt. |
| session_id* | string | A live browser runtime session of the project, as listed by gripforge_runtime_sessions. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| expected_revision* | integer | The revision of the session as gripforge_runtime_sessions reports it: a request on another revision is refused. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"session_id",
"request_id",
"expected_revision"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"request_id": {
"type": "string",
"pattern": "^[-\\w.]{1,96}$",
"description": "A new id of your choosing for this request (letters, digits, - _ .): its receipt is read with gripforge_runtime_receipt."
},
"session_id": {
"type": "string",
"maxLength": 96,
"description": "A live browser runtime session of the project, as listed by gripforge_runtime_sessions."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0,
"description": "The revision of the session as gripforge_runtime_sessions reports it: a request on another revision is refused."
}
}
}Cape rig v2: generates a 3-column bone grid (gf_cape_c*r*) anchored to the neck/upper-spine bone, skins the cape mesh onto it (vertical blend × gaussian columns), and bakes attached_cape.glb (character + skinned cape). The cape then ANIMATES: run the returned Godot script (spring bones, attach to the Skeleton3D) or the Three.js verlet snippet — the engine simulates, the bind carries structure + suggested spring params. Inputs: Library ids (lib_…) or https URLs of GLBs. CONSUMER RECIPE — (1) call with character_id/cape_id; (2) download the baked glb from library.file_url; (3) drop cape-godot.gd next to it and attach to the Skeleton3D node. 1 credit.
| Argument | Type | Description |
|---|---|---|
| rows | integer | bone rows below anchor (default 5) |
| save | boolean | save attached_cape.glb into Library (default true) |
| cape_id | string | Library id of the cape mesh (lib_…) |
| columns | integer | bone columns (default 3) |
| cape_url | string | https URL of the cape GLB (static mesh) |
| character_id | string | Library id of a rigged character (lib_…) |
| character_url | string | https URL of a rigged character GLB |
Three LOOK pictures (3/4, Imagine low 1K) of a named character, enemy or boss BEFORE any 3D. Pass weapon to show it on the looks; 3D later is T-pose empty hands. Pick one, then gripforge_generate_character with concept_item. 1 credit per image (default 3).
| Argument | Type | Description |
|---|---|---|
| n | number | Default 3 |
| kind | string | Default character |
| name* | string | Creation name, stored on each concept |
| prompt* | string | Look, outfit, silhouette |
| weapon | string | Shown on the looks only; empty hands if omitted |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"name",
"prompt"
],
"properties": {
"n": {
"type": "number",
"maximum": 4,
"minimum": 1,
"description": "Default 3"
},
"kind": {
"enum": [
"character",
"enemy",
"boss"
],
"type": "string",
"description": "Default character"
},
"name": {
"type": "string",
"maxLength": 80,
"minLength": 2,
"description": "Creation name, stored on each concept"
},
"prompt": {
"type": "string",
"maxLength": 2000,
"minLength": 3,
"description": "Look, outfit, silhouette"
},
"weapon": {
"type": "string",
"maxLength": 160,
"description": "Shown on the looks only; empty hands if omitted"
}
}
}Queue bounded completion using existing kit installers and regression tests. Installs only the provider that fits the game and only kits of its genre, preset or request (never a kit that makes it another game). Preserves exclusions and project revision safety. No paid generation or destructive replacement. Poll status_url; succeeded means the job finished, inspect report.ready. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| max_attempts | integer | Upper bound of attempts of the queued job (1-12). |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| idempotency_key | string | Repeat the same key to get the job already queued instead of a new one. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"max_attempts": {
"type": "integer",
"maximum": 12,
"minimum": 1,
"description": "Upper bound of attempts of the queued job (1-12)."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8,
"description": "Repeat the same key to get the job already queued instead of a new one."
}
}
}List recent GripForge Compute assets of the workspace (manufactures and variants), newest first, each with asset_id, level (scene/detail), edit_url and file_url. With asset_id: that asset's family (original + colour/material versions) and its edit link. Free.
| Argument | Type | Description |
|---|---|---|
| limit | integer | |
| asset_id | string | |
| workspace_id | string | Explicit workspace id. The key must have access to it. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"limit": {
"type": "integer",
"maximum": 100,
"minimum": 1
},
"asset_id": {
"type": "string",
"maxLength": 160
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to it."
}
}
}Signed-in download link of one Compute GLB (file_url, needs the API key header) and its edit page. Free.
| Argument | Type | Description |
|---|---|---|
| asset_id* | string | |
| workspace_id | string | Explicit workspace id. The key must have access to it. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"asset_id"
],
"properties": {
"asset_id": {
"type": "string",
"maxLength": 160,
"minLength": 1
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to it."
}
}
}ON DEMAND ONLY: use when the user asks for GripForge Compute; the default 3D generator stays gripforge_generate_prop without provider. Make a textured 3D prop/furniture asset with GripForge Compute from ONE image (image_base64 or a local image_path) or a text description (source=text). Two steps: stage=quote (free) returns quote.token and the price (credits or subscription); show it to the user, then stage=generate with that quote_token and confirm=true launches one durable job (debited once, after success). Poll gripforge_compute_job. Result: two GLBs (scene, detail) in the private library, each with edit_url (studio edit page) and file_url. Characters and vehicles are not supported yet.
| Argument | Type | Description |
|---|---|---|
| name* | string | Asset name |
| stage* | string | quote first (free), then generate |
| prompt | string | source=text: one object, e.g. "a studded wooden pirate chest" |
| source | string | Default image |
| confirm | boolean | stage=generate: true once the user accepted the quoted price |
| options | array | source=image: photo (keep visible details), matieres (refine materials), relief (surface detail). Default all three |
| quality | string | Texture quality. Default standard |
Read a GripForge Compute job (generation or variant): status (queued, running, succeeded, failed), current stage and stage counts. On success, result.assets lists the GLBs (scene, detail) with asset_id, edit_url (open it to edit in the studio) and file_url. Free.
| Argument | Type | Description |
|---|---|---|
| job_id* | string | |
| workspace_id | string | Explicit workspace id. The key must have access to it. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"job_id"
],
"properties": {
"job_id": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to it."
}
}
}GripForge Compute readiness (free, read-only): whether generation is open, which actions the router can run now (image, text, couleur, matiere) and a machine summary (ready / busy / starting). The router rents and stops its own machines; nothing is started by this call.
No arguments.
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {}
}New version of a Compute asset with the same shape: kind=couleur (value #RRGGBB, recolours the main material) or kind=matiere (value: a few words, e.g. "green velvet"; the texture is redone). stage=quote (free) returns quote.token; after the user accepts, stage=generate with quote_token and confirm=true launches one billed job. Poll gripforge_compute_job; new assets come back with edit_url. Painted-area edits and full retexture are not available yet.
| Argument | Type | Description |
|---|---|---|
| kind* | string | |
| stage* | string | |
| value* | string | couleur: #RRGGBB; matiere: short description |
| confirm | boolean | |
| asset_id* | string | Compute asset (scene or detail) from gripforge_compute_assets or a job result |
| quote_token | string | |
| workspace_id | string | Explicit workspace id. The key must have access to it. |
| idempotency_key | string |
Turn a character concept image into a strict T-pose sheet (optional: remove flowing cape/train only — sleeved jacket stays; outfit or sport base). Saves PNG to Library. 1 credit. Hosted MCP takes https file_url.
| Argument | Type | Description |
|---|---|---|
| cape | boolean | Remove flowing cape/train only; keep sleeved jacket (outfit only, default true) |
| name | string | Library name |
| notes | string | Extra direction |
| clothes | string | outfit = keep clothes; base = grey athletic sportswear |
| file_url* | string | https URL of the concept image |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"file_url"
],
"properties": {
"cape": {
"type": "boolean",
"description": "Remove flowing cape/train only; keep sleeved jacket (outfit only, default true)"
},
"name": {
"type": "string",
"description": "Library name"
},
"notes": {
"type": "string",
"description": "Extra direction"
},
"clothes": {
"enum": [
"outfit",
"base"
],
"type": "string",
"description": "outfit = keep clothes; base = grey athletic sportswear"
},
"file_url": {
"type": "string",
"description": "https URL of the concept image"
}
}
}Local optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local rights manifest must be selected in the browser; none are downloaded. render_preview starts an asynchronous request: read the command receipt, then query get_render_capabilities for actual completion, model, effective resolution, provenance, timings and limitations. Cancellation prevents stale publication. No images are uploaded. 0 credits.
| Argument | Type | Description |
|---|---|---|
| mode* | string | off: no neural preview; preview: snapshots on request (realtime_experimental is refused). |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| request_id* | string | A new id of your choosing for this request (letters, digits, - _ .): its receipt is read with gripforge_runtime_receipt. |
| session_id* | string | A live browser runtime session of the project, as listed by gripforge_runtime_sessions. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| expected_revision* | integer | The revision of the session as gripforge_runtime_sessions reports it: a request on another revision is refused. |
Queue multiview mesh inspection and vision anatomy detection for an OWNED GLB. Detect actual body, legs, arms, claws, wings or tail without imposing a humanoid/eight-leg template. Returns a persistent job_id. Poll gripforge_generation_read with include_preview=true for the annotated views, editable profile and uncertainty flags. No rig mutation. 0 GripForge credits; configured server vision/Blender required.
| Argument | Type | Description |
|---|---|---|
| kind | string | |
| name | string | |
| source_id* | string | |
| workspace_id | string | |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"source_id"
],
"properties": {
"kind": {
"enum": [
"enemy",
"character",
"creatures"
],
"type": "string"
},
"name": {
"type": "string",
"maxLength": 100,
"minLength": 1
},
"source_id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
}
}
}Create a NEW private draft character/enemy from a completed creature analysis and optional corrected anatomy. Blender builds the skeleton, surface-smoothed skin weights and procedural starting/diagnostic clips. Grounded leg chains get in-place walk/run with IK. Returns job_id; poll gripforge_generation_read for the Character Studio link, skinned GLB, editable .blend, anatomy and deformation report. Never automatically replaces or validates the source. Every anatomy proposal requires explicit review; use generation_cancel/retry to control durable work. Finger/facial authoring and finished combat choreography are outside v1. 0 GripForge credits.
| Argument | Type | Description |
|---|---|---|
| name | string | |
| profile | object | Optional corrected anatomy in the exact coordinate system returned by analyze. Read the schema and inspect the multiview preview first. |
| allow_rerig | boolean | Explicitly create a NEW rigged copy if the source already contains bones. The source is never overwritten. |
| analysis_job* | string | |
| workspace_id | string | |
| idempotency_key | string | |
| reviewed_anatomy | boolean | Required: true only after inspecting/correcting the anatomy and its skeleton overlay. |
Read the reusable creature anatomy/rig workflow, coordinate contract, limits and export formats. Detect anatomy before authoring; source GLB, asset instances and draft rig stay separate. Blender is the worker, GripForge is the review renderer.
No arguments.
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {}
}Journey — right after choosing the genre. The finished game of its genre is the default scope: its definition of done and what every game has (a way to win AND to lose, title / pause / end screens, sound, the genre HUD, touch controls, a loop playable from start to end) are required capabilities; exclude one only when the user explicitly asks (an endless game), and say so. Persist a versioned Game Completion Contract with revision checking. Read get_completion_report for its schema and a proposed contract. Required, optional and excluded capabilities describe the actual intended experience. 0 credits.
| Argument | Type | Description |
|---|---|---|
| contract* | object | GameCompletionContract matching the versioned schema returned by get_completion_report. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| expected_revision* | integer | Revision of the saved contract as get_completion_report returns it (0 for the first definition): a stale revision is refused. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"contract",
"expected_revision"
],
"properties": {
"contract": {
"type": "object",
"description": "GameCompletionContract matching the versioned schema returned by get_completion_report.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0,
"description": "Revision of the saved contract as get_completion_report returns it (0 for the first definition): a stale revision is refused."
}
}
}The GripForge docs, embedded in this MCP (readable offline, versioned with it), as Markdown. Without topic: the list of topics. With topic: its text, or one section (section = a heading, its number such as "4.2", or words of it); a long topic answers its table of contents first unless a section is given or full=true. Topics: web-export, godot, unity, desktop, rooms-server, central-server, c-api, glossary, kit-api, third-party, player, render-budget, scene-optim, porting, game-schema, module-calls, module-calls-native, godot-host, kit-modules, kit-structures, kit-third-party, abi, modding, game-engine-contract, game-engine. Read "third-party" and "porting" + "abi" before writing a presentation module, "modding" before writing a mod, "glossary" for the words. A kit's own API reference is gripforge_gamekit_api. 0 credits.
| Argument | Type | Description |
|---|---|---|
| full | boolean | true: the whole topic even when long. |
| topic | string | One of: web-export, godot, unity, desktop, rooms-server, central-server, c-api, glossary, kit-api, third-party, player, render-budget, scene-optim, porting, game-schema, module-calls, module-calls-native, godot-host, kit-modules, kit-structures, kit-third-party, abi, modding, game-engine-contract, game-engine. |
| section | string | A heading of the topic, its number ("3.1", "§4") or words of it. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
Free parametric 3D masonry, independent of any game: pillar, arch, fountain, stairs, wall, pavement, rock, cliff, ruin, bridge, watchtower, shrine or a stone guardian. inspect (default) returns real generated bounds, triangle count, metric recipe and assembly sockets. build saves a private textured GLB in the Library, with bevelled geometry, baked vertex shading and named stone/recess/trim/water materials. Dimensions are nominal metres; bounds report actual moulding overhang. Ground origin, stairs ascend toward -Z, <=23 cm risers; top/bottom sockets support assembly. Seed and palette are repeatable. Does not place assets, generate arbitrary AI models, publish, or guarantee navigation/collisions in a target game. 0 credits.
| Argument | Type | Description |
|---|---|---|
| name | string | |
| stage | string | |
| recipe* | object | |
| workspace_id | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"recipe"
],
"properties": {
"name": {
"type": "string",
"maxLength": 100,
"minLength": 1
},
"stage": {
"enum": [
"inspect",
"build"
],
"type": "string"
},
"recipe": {
"type": "object",
"required": [
"module"
],
"properties": {
"seed": {
"type": "integer",
"maximum": 2147483646,
"minimum": 0
},
"depth": {
"type": "number",
"maximum": 40,
"minimum": 0.3
},
"width": {
"type": "number",
"maximum": 40,
"minimum": 0.3
},
"height": {
"type": "number",
"maximum": 20,
"minimum": 0.05
},
"module": {
"enum": [
"pillar",
"arch",
"fountain",
"stairs",
"wall",
"pavement",
"rock",
"cliff",
"ruin",
"bridge",
"watchtower",
"shrine",
"guardian"
],
"type": "string"
},
"palette": {
"type": "object",
"properties": {
"trim": {
"type": "string",
"pattern": "^#[0-9a-f]{6}$"
},
"stone": {
"type": "string",
"pattern": "^#[0-9a-f]{6}$"
},
"water": {
"type": "string",
"pattern": "^#[0-9a-f]{6}$"
},
"recess": {
"type": "string",
"pattern": "^#[0-9a-f]{6}$"
}
},
"additionalProperties": false
},
"pattern": {
"enum": [
"radial",
"botanical"
],
"type": "string",
"description": "Pavement only: botanical adds a broad leaf rosette inlay, radial keeps the original restrained rings."
}
},
"additionalProperties": false
},
"workspace_id": {
"type": "string",
"maxLength": 100
}
}
}Inspect or create mouth controls on an OWNED GLB while preserving its body skeleton and animations. action=schema returns the contract. inspect returns a persistent job with mesh node indices, local bounds, existing facial controls and compatible dialogue.voice mappings. build automatically reuses recognized Oculus/ARKit/Rhubarb controls, or creates eight draft mouth morphs from explicit mouth landmarks (profile). A sealed mouth requires explicit prepare_mouth=true to cut a guided opening on the output copy and add an interior; it interpolates UVs and skin weights, changes face topology and requires visual review. It never guesses landmarks from the body bounds. Poll gripforge_generation_read for the new private GLB, report, voice_rig JSON and Character Studio link. No automatic source replacement or project binding. No TTS/GPU rental; CPU geometry processing, not full facial expression authoring.
| Argument | Type | Description |
|---|---|---|
| name | string | |
| node | integer | Mesh node index from inspect. Selects one existing rig when independent faces use different conventions. |
| action | string | |
| profile | object | For a model without mouth controls: front-view left/right mouth corners, distinct upper/lower INNER lip points and chin, all in the selected node LOCAL rest space before skinning/transforms. A sealed surface also requires prepare_mouth. Inspect first; do not guess from whole-body bounds. depth optionally limits the region behind the lips. |
| source_id | string | |
| workspace_id |
Queue a persistent 240 Hz XPBD simulation using GripForge Scene Engine. Read flexible_chain_schema first. recipe version=1: preset whip|rope|tail, duration<=10s, fps=30|60, physics {length,segments,damping,bendCompliance,gravity,radius,floor,iterations}; choose motion [{time,position,direction,capsules}] OR source {asset:{assetId,revisionId},clip,mount_node,offset,axis,colliders}. Source assets are immutable and workspace-scoped. Returns a job ID; poll generation_read for a new draft skinned-chain GLB, sampled joints, recipe, physics metrics and Character Studio link. This is a neutral physics preview, not a Meshy weapon redesign or automatic rebind of the source weapon. No runtime world collision or seamless loop guarantee. Cancel/retry keeps completed steps. Does not replace or visually validate an existing asset. 0 credits; storage quota applies.
| Argument | Type | Description |
|---|---|---|
| recipe* | object | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"recipe"
],
"properties": {
"recipe": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}Read the bounded recipe schema for the shared FlexibleChain solver. Presets: whip, rope, tail. Input can follow an exact named mount in a pinned GLB animation or sampled world-space motion. Includes units, collision capsules, limits and a runnable example.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Read the bounded recipe and concept-first workflow for Meshy + Blender flexible weapons, costs, pinned component reuse and source animation requirements.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Google-font CSS + exact HUD copy for a game look (stylish action: Cinzel D–SSS, kart: Teko, tactical FPS: Barlow Condensed). Put letters in HTML/Text nodes. Do NOT rasterize ranks, km/h, or HUD numbers with an image model. 0 credits.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. "stylish gothic action" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"stylish gothic action\""
}
}
}List the mesh formats and grip styles GripForge supports.
No arguments.
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {}
}Read the native FPS hand template, recipe defaults, limits and reuse workflow. Geometry is manufactured from an articulated FPS template, independently of full-body character generation.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Queue a persistent FPS work asset. Pistol recipe: {version:1,preset:"pistol",name:"Pistol FPS",tempo:1}, tempo 0.7–1.3; manufactures paired arms and articulated pistol clips plus .blend in Blender. Materials recipe: {version:1,preset:"materials",name:"Tactical gloves",source:{assetId,revisionId},node:"FPS_Hands",materials:{map:{assetId,revisionId},normalMap?:{assetId,revisionId},roughnessMap?:{assetId,revisionId},normalScale:0.35,roughness:1,metalness:0}}. Upload and pin owned textures first; they must match source UVs. Select one exact skinned node; other nodes, geometry, fingers and clips stay intact. Normal is OpenGL +Y; grayscale roughness reads G and requires metalness=0 (skin/fabric). Sources <=32 MB, images PNG/JPEG/WebP <=16 MB and 4096 pixels per side. Materials authors a reusable GLB variant, not new hand anatomy or a new .blend; no provider charge. Returns job_id: poll gripforge_generation_read for private Library ref, report and FPS Studio link. Never automatically validates or promotes. Cancel/retry supported; completed steps survive closing the page.
| Argument | Type | Description |
|---|---|---|
| recipe* | object | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"recipe"
],
"properties": {
"recipe": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}Reusable FPS rules, map and runtime exports for Godot and web: weapons, reload markers, viewmodel, camera, bots, grenades and bomb rounds. Offline bots. Persist changes with gripforge_kit. 0 credits.
| Argument | Type | Description |
|---|---|---|
| map | object | |
| rules | object | |
| action | string | |
| kit_id | string | |
| target | string | |
| asset_slots | array |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"map": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"rules": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"action": {
"enum": [
"get",
"validate",
"export"
],
"type": "string",
"default": "get"
},
"kit_id": {
"type": "string"
},
"target": {
"enum": [
"web",
"godot",
"both"
],
"type": "string",
"default": "both"
},
"asset_slots": {
"type": "array",
"items": {
"type": "string"
}
}
}
}Store artistic intent on the existing Game Kit project (game.engine), separately from gameplay: look, world/theme, palette, proportions/materials/lighting notes and device budget. Read first, then set with expected_revision. Unspecified fields are preserved; null clears a field or the profile. Existing assets and rendering are not modified. Use this direction with map wizard.look, VFX look, asset prompts, lighting and UI tools, then inspect gripforge_game_asset_plan and actual-engine captures. 0 credits.
| Argument | Type | Description |
|---|---|---|
| action* | string | get reads the profile/revision; set applies a partial profile update. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| art_direction | any | set: shared project art direction patch. Null clears the profile or an individual field. |
| expected_revision | integer | set: revision returned by get; stale changes are refused. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"action"
],
"properties": {
"action": {
"enum": [
"get",
"set"
],
"type": "string",
"description": "get reads the profile/revision; set applies a partial profile update."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"art_direction": {
"anyOf": [
{
"type": "object",
"properties": {
"look": {
"anyOf": [
{
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string"
},
{
"type": "null"
}
],
"description": "Rendering look, separate from the game style: stylized (neutral) | painted | toon | anime | realistic | lowpoly | pixel. Old values (handpainted, cartoon, low_poly…) are read as aliases. Omit for the style default."
},
"notes": {
"anyOf": [
{
"type": "string",
"maxLength": 1600
},
{
"type": "null"
}
]
},
"theme": {
"anyOf": [
{
"type": "string",
"maxLength": 120
},
{
"type": "null"
}
]
},
"device": {
"anyOf": [
{
"enum": [
"mobile",
"desktop"
],
"type": "string"
},
{
"type": "null"
}
]
},
"palette": {
"anyOf": [
{
"type": "array",
"items": {
"type": "string",
"pattern": "^#[a-f\\d]{6}$"
},
"maxItems": 12
},
{
"type": "null"
}
]
}
},
"additionalProperties": false
},
{
"type": "null"
}
],
"description": "set: shared project art direction patch. Null clears the profile or an individual field."
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"description": "set: revision returned by get; stale changes are refused.",
"exclusiveMinimum": 0
}
}
}Read asset requirements from enabled Game Kits and game.engine archetypes. Without slot: report missing files/bindings, template defaults, metadata style/theme conflicts, unknown classifications and technical ranking concerns. With slot: search accessible Library/Community candidates for that role and the saved art direction; known visual conflicts are excluded. No purchase, generation or binding. Metadata checks do not replace visual/animation/gameplay review in the actual engine. 0 credits.
| Argument | Type | Description |
|---|---|---|
| q | string | Optional candidate search terms for this slot. |
| slot | string | Omit for the audit; pass a role id from the audit to search candidates. |
| limit | integer | Maximum candidates, default 12. |
| source | string | Search scope; default all accessible assets. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"q": {
"type": "string",
"maxLength": 400,
"description": "Optional candidate search terms for this slot."
},
"slot": {
"type": "string",
"maxLength": 160,
"description": "Omit for the audit; pass a role id from the audit to search candidates."
},
"limit": {
"type": "integer",
"maximum": 48,
"minimum": 1,
"description": "Maximum candidates, default 12."
},
"source": {
"enum": [
"all",
"workspace",
"community"
],
"type": "string",
"description": "Search scope; default all accessible assets."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Read and configure the existing audio.core of an owned Game Kit project. get returns revision, role catalogue, sources, procedural/silent roles, weapon shot overrides, bus defaults, music states/playlists, event cues and broken references. It is a configuration audit; playback stays unverified until heard in the player. configure merges only supplied roles/weapons/volumes/fade and requires expected_revision from get. dry_run previews the same validated result without saving. Preserves other sounds, custom cues, spatial areas and Rust acoustic geometry. Search Library audio first; never use a sound effect as music. No generation, GPU rental, asset purchase or credit charge. Voice identities use gripforge_voice_profile and dialogue.voice; bake audio.speech through Drama 3, English by default.
| Argument | Type | Description |
|---|---|---|
| fade | number | Music crossfade in seconds. |
| roles | object | Role → variants. get lists the roles. Sources: lib:lib_…, slot:<id>, base:<recipe>. null resets SFX, silences that music state or removes global ambience. |
| action | string | |
| dry_run | boolean | |
| volumes | object | Default bus percentages: master, music, sfx, voice, ambience, ui. Player preferences still win. |
| weapons | object | Gun model ID → shot variants, e.g. {rifle:["lib:lib_…"]}. null restores the generic shot. Web/Rust conditional cues: one shot, no duplicate; other weapons retain their defaults. Legacy engine scripts are unverified. |
One report of everything that stands between a Game Kit project (gkp_…) and a FINISHED game of its genre — run it before telling the user a game is done, and again after each round of fixes. It aggregates, by severity (blocker / major / minor): creatures (slots drawn as a capsule, models without a skeleton, missing movement or action clips, the animation chain in progress), controls (no control scheme, the suggested one, keys shared by two actions in one mode, playable actions without a key), content (missing capabilities, required slots, the game.engine report), the last headless playtest (failures, warnings, the keys / models / animations probes, the checks of what the game chose — promised gestures, fullscreen, right button, pointer capture, texts —, capabilities no probe covers), the frame rate measured in a real page (sections.framerate: measured, or unverified — never call the game smooth while it is unverified; under 30 fps it is a major defect), the default screens (sections.screens: on the KitHost page the host mounts them; a compiled module or a custom page must mount the menu, Options › Controls and Video, fullscreen when offered and the prompts from the bindings through the kits’ web views or adapter — a missing kit or a failing screen is a major defect, and a screen no real page has opened is screens.unverified, a major defect: say "not verified", never done) and completeness: what a finished game of the genre has beyond the literal request (MOBA: distinct heroes with Q/W/E/R, minions, towers, jungle monsters, shop, respawn; FPS: weapon, ammo, reload, crosshair, enemies; platformer: checkpoints, collectibles, end of level; racing: laps, ranking, AI opponents… and for every game a way to win AND to lose, title / pause / end screens, sound, a HUD, touch controls), checked against facts of the project, never a declaration. Each defect carries fix { tool, args, note, auto?, credits? }: call it as given. Returns { verdict: complete | playable_with_defects | incomplete, headline, genre, counts, defects, next (ordered calls), sections, text, play_url }. fix=true first applies what is free and safe (the best free Library model on each capsule — rebind at will —, the free standard clips, the suggested control scheme) and reports it in fixes. playtest="run" plays the game headless first (5–20 s); the default reads the last playtest and says when it is stale. Never refuses a write and never spends: paid fixes (a priced model, a rig, a generation) come back with their price to ask the user about. Aim for verdict complete; if you stop before, tell the user exactly what is left. 0 credits.
Requires the Unity SDK. Currently returns 501. Never runs a shell on the host.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| message | string | |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"message": {
"type": "string",
"maxLength": 500
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Journey — while composing; gripforge_game_audit includes this report, with the creatures, the controls, the playtest and the definition of done of the genre. Report the capabilities a Game Kit project provides, what is still missing for a goal (a preset id from gripforge_gamekit_search or a comma-separated list of capabilities) and which catalogue kits would fill each gap. The installed kits (gripforge_gamekit_installed) come first; call this BEFORE gripforge_gamekit_install to pick the next kit. 0 credits.
| Argument | Type | Description |
|---|---|---|
| goal | string | Preset id (e.g. from gripforge_gamekit_search presets) or comma-separated capabilities to reach. Default: the project’s own preset. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"goal": {
"type": "string",
"maxLength": 400,
"description": "Preset id (e.g. from gripforge_gamekit_search presets) or comma-separated capabilities to reach. Default: the project’s own preset."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Concept art for a whole game, reused before generated. Use it when a user asks for a game like a title they name: call stage=plan with the game as they wrote it. When the user describes specific items (heroes, weapons, props…), pass them in wishes: they are drawn exactly as asked. The plan lists concepts that already exist for that game (GripForge community catalog or the workspace) and theme assets already in the library: reuse them first. It then prices the missing concepts: one style bible, heroes and bosses one image each (MOBA and hero games: each hero with its ability kit and ability icons, see hero_kits), enemies, NPCs, weapons, vehicles, buildings, props and VFX in sheets of 6 cut automatically, textures in sheets of 2 turned into seamless 1024 px textures. Maps (counts.maps) are environment paintings, one image each: the level is then built and dressed to match them. Show the plan and price to the user; only call stage=build with a budget after they agree. Concepts are private review images; nothing is sent to 3D. The plan also returns ambient_kits: the kits of the theme's atmosphere (weather, lighting, snow tracks) with their config; install them in the game project next to the blueprint's gameplay kits.
| Argument | Type | Description |
|---|---|---|
| game | string | The game the user named, exactly as they wrote it (a title, "like <title>", "a <title>"). Matched server side against the recognised titles and aliases. |
| stage | string | catalog: blueprints (slot counts), theme packs and how many named games are recognised (their titles stay server side). plan (default, free): what already exists and is reused, what would be generated, and the price. build: generate the missing concepts, requires budget. |
| budget | object | Required for build: maximum credits OR USD, at least the plan price. |
| counts |
Journey — the content of the game. Once written, gripforge_game_audit says what a finished game of the genre still lacks (a quest, a way to win and to lose, dialogues…). Read and write the content of a Game Kit project (gkp_…) — what game.engine builds the game from, no engine code needed. kind: archetype (an entity template: kind prop|npc|…, asset { item: lib_… } bound to content:<id> | { slot }, components claimed by kits — see gripforge_game_engine blocks — and gives { quest, offer, progress?, thanks? } for "this NPC gives this quest"), scene (world { kit, config?, doc? }, entries, instances [{ id, archetype, at, yaw?, place?, set? }], zones, layers, ui), script (gripforge.script/1: { id, on: <instance> | archetype:<id> | scene:<id>, rules: [{ when, if?, then, else?, once? }] } with sugars { "interact": "self" }, { "enter": zone }, { "state": { open: false } }, { "quest": id, "is": "completed" }, { "talked": npc }, engine verbs set_state, play_clip, set_solid, show, hide, enable_script, disable_script, load_scene, end_game, call, set_talk and kit verbs as shorthand { "give_item": "key" }), mission (alias quest), dialogue, npc, item, translations, code_module (what game code registers: verbs, components, services, entity kinds), zone, trigger. action=list (kind optional: counts), get (kind, id), put (kind, doc or docs: upsert, validated against the declaring kit schema), remove (kind, id), validate (dry run of a put: the report it would give), place (scene, archetype or asset lib_…, at, yaw?, id?, place ground|none: the placement on the ground is baked once on the server, the same on every engine), bake (re-bake the placements of a scene after its world changed). Writes return the content report after the change; the report never refuses a write — only a document invalid for its schema is. 0 credits.
| Argument | Type | Description |
|---|---|---|
| at | array | place: position [x, y, z] in metres (+Y up). |
| id | string | get / remove: the document id; place: the instance id (default <archetype>_<n>). |
The website and CLI share this saved 3D game creation workflow. Ask which engine (Unity, Godot, Unreal, Three.js) if unspecified; do not choose silently. create saves a brief without spending. quote(operation=plan) estimates AI preparation (player_accounts=true adds player accounts through central.client even to a solo game; off by default, online multiplayer always has it), accept(quote_token) starts its durable job ONLY after user approval of the shown price. get returns a persistent operation log, slots, studio_url and the same project to resume. Planning can select an appropriate preset OR compose real engine-compatible modules. A missing preset never means the genre needs a native engine. composition.modules pins all module versions; composition.tasks lists the custom logic still to implement. New plans return design from a separate game-designer agent: named content lists and their counts, animation clips per actor, user-request versus agent-proposal attribution, assumptions and a machine-readable completion contract. Show this saved scope before assembly; refine changes it. get also returns production_sources. quote(operation=produce, production_source=one source ID) estimates a bounded production batch for any contract content, animation, capability or journey obligation; omit production_source to choose the next unprepared source. After price approval, accept runs decomposition, compatible Library matching, authored source documents and at most one concept board for missing visual assets, cropped into individually traceable review drafts. Audio, animation and executable VFX never become complete through a picture. An unavailable matcher with candidates requires review rather than speculative replacement. production.batches persists tasks, dependencies, acceptance checks, candidates, concepts, text, deferred work and diagnostics. asset_matched is not acquisition or integration. draft_ready is not gameplay verification. Changed design fingerprints retain old batches as stale. Use existing concept review/manufacturing and content tools for integration; Develop can read production batches using creation_production. Never report prepared-source coverage as game completeness. Assembly persists that contract on the project before auditing. A design is not implementation or passing evidence. The quoted planning budget includes this bounded stage; old accepted jobs retain their original behavior. New plans also return world: structure (open_world, semi_open, linear, arena, interior or circuit), deterministic seed, validated kit configurations, level documents and remaining work. Assembly applies this saved layout atomically. Reuse it when continuing in the CLI; a visual-theme change does not imply changing geography. A seed change alone is not a designed level. Show world.remaining, including unbuilt architecture or transitions, before calling the game complete. Assembly is a foundation, not a completed custom game: For contract-backed web games, quote build includes a persistent queue derived from every named source and capability, with isolated authoring sessions and independent final verification; there is no twelve-turn limit for the entire game. Review the quoted maximum before acceptance. Unattempted credit-funded tasks are not charged. development.work records reported_unverified and blocked tasks, retained authoring IDs and pending IDs; these are not release evidence. delivery.status=ready requires the build-specific contract and final checks. For an assembled project, quote operation=develop with an optional message to continue the saved queue under a new approved budget, preserving the same project and completed authoring work. The development result distinguishes agent-declared changes, actual checks, remaining work and unsupported runtime capabilities. Each additional pass needs its own estimate. When the contract requires a HUD, new build/develop quotes expose interface_preparation: they reuse the saved concept or include one bounded HUD concept generation and editable document. Its price is included; accepted older quotes never add it. Read creation_hud during authoring, implement the game data in its presenter and use the existing gripforge_hud runtime artistic review. A concept alone does not complete the HUD. Other asset generation requires its own quoted stage. Native/custom-code development still uses the CLI. After a build, get also returns creatures (the models bound so that no unit is a capsule) and audit { verdict: complete | playable_with_defects | incomplete, headline, fixed (the free fixes applied: models, standard clips, control scheme), defects [{ severity, message, fix { tool, args, credits? } }], next }: show the user the verdict and what is left, work through next (gripforge_game_audit reads it again), and never present a verdict other than complete as a finished game. quote refine with message updates the same plan after approval, preserves selected assets and reviewed work, and persists the conversation. use_reference with slot_id and an owned image asset_id supplies an uploaded concept for visual review. assets searches workspace/community items by actual role before invented generation details. Generic nature packs may cross world themes while keeping the rendering look. New plans consider available styles before inventing one; selection_reason explains planner choices. other_styles=true reveals alternatives with explicit mismatch/unknown compatibility for manual review; never bind a known look mismatch automatically. Prefer reuse before generation; select chooses one or sets mode=generate with a prompt. For generation: quote concept, obtain approval, accept, poll get, show the concept, approve_concept only after visual user review; quote generate, obtain approval, accept, poll and show the model in its studio. A quote with auto_select_character=true selects the missing main character by default when ready; it remains inspectable and replaceable. Other models, replacement generations and older approved jobs remain drafts: approve_asset only after visual review. Never infer visual approval from technical success. quote build then accept acquires the selected community assets and binds them to a Game Kit prototype; generated artwork and models must appear in the accepted quote. The main playable character is presented first. If no usable matching rigged/animated model is found, prepare its generation. A missing main character blocks assembly until an existing or generated model is selected. With explicit allow_incomplete=true on the build quote, missing secondary slots may use module defaults where available or remain empty, but a generated model awaiting review blocks assembly until explicitly approved or another asset is selected. Show missing_assets before approval; never imply that an incomplete prototype is finished. Native engine projects still need CLI delivery/import; a web project has a play_url. Revision required for edits. Every get, list item and action response carries status: idle | running | failed | cancelled | ready, with status_detail { job_id, operation, job_status, stage, message, actions }. Poll get while status=running; stop on failed or cancelled, show status_detail.message and offer the listed actions (retry, dismiss). pending alone never means in progress: a failed job stays pending until retried or dismissed. Cancel/retry preserve completed steps. 2D unsupported. No automatic spending, invented asset IDs, or unrelated template substitutions.
Journey — the build order of the content; its last step is gripforge_game_audit, not "it loads". Read game.engine of a Game Kit project (gkp_…) — a direction, never a gate. action=start (default): the start pack { version, active, structure { engine, kits, content counts, code }, scene, blocks digest, order (scene → playable → assets → archetypes → story → scripts → ui → validate → deliver → code), next [{ step, tool, args, why }], code (where game code goes per engine), rules } and the full content report. action=blocks: the brick catalogue computed from the manifests — entity kinds, archetype components (kit, schema, example), script verbs (conditions / actions with arguments and shorthand), script sugars (interact, enter, leave, scene, talked, quest, state, gives), quest step types, NPC behaviours, worlds, layers, events, variables; scope=catalog adds the bricks of kits not installed (install <kit>). action=points (game.engine 1.3): what can be plugged into the kits without recoding them — without kit, the compact view of every installed kit (hooks with their mutable fields and whether they cancel, events emitted and listened to, registries, collections and config keys with what is moddable or live, settings, verbs, components, services, completeness counters); with kit, the full extension points of that kit with schemas. Look here before writing anything new: the kit or tool that already does it is the proven way, above all for what makes a game complete (input, camera, combat, saving, HUD, menus, sound). The kits are built to be adapted, nothing in them is fixed: adapt one as deep as the game needs through its extension points — its config (gripforge_gamekit_configure), its documents and registries (gripforge_game_content, gripforge_game_project data), taps on its hooks (documents of the hooks collection), scripts whose rules react to its events and change data — in the project, or packaged as a mod (gripforge_game_mods); write something new only when no kit does it, and then as a kit following the extension contract; a local copy of a kit last, saying why. action=report: { ok, errors, warnings, stats } — an error means that piece is left out of the game (the rest plays), a warning that it loads with something missing; each issue may carry a fix { tool, args }. action=next: the next steps only. A game with everything in code is valid: content first, kits second, code for the rest. 0 credits.
Journey — while building or after: a packaged way to apply the same extension mechanisms (config, documents, hooks, reactions) as one separable unit — a variant to switch on, content added over the game, a game opened to its players' mods (an option of the developer). gripforge_game_audit then plays the modded game. The mods of a Game Kit project (gkp_…), docs/mods-engine.md: a mod (gripforge.mod/1) is data applied over the project before the kits mount — config keys and collection documents the kits declare moddable (configPatch by dotted path, data.<collection> { remove, patch, add, order }, hooks documents that tap decisions, scripts whose rules react to events) — whole or not at all, never code. The kits are built to be adapted without recoding them — interceptable (hooks), registrable (registries), modifiable (config, documents, patches) and reactive (rules on events that change data): that is the normal, recommended way to build a game, written in the project (see gripforge_game_engine points) or packaged as a mod. A mod packages those changes as one separable unit: a variant to switch on or off (a hard mode, a season event) without copying the project, content added over the game, and — an option of the developer — a game opened to its players' mods. action=list (default): the game policy (config.mods of game.engine: enabled, disabled, order, deny), every mod with its status (applied | disabled | refused) and issues ({ level, code, path, message }), the documents each added, the fingerprint the network handshake compares. action=validate { mod }: a dry run — the project with this mod added (or replacing the one with its id), applied as the host would: its status and issues, nothing written. action=install { mod }: writes it to the mods collection (validated against the mod schema). action=remove { id }. action=enable / disable { id }: the policy list mods.disabled. action=order { ids }: these mods first, in this order (a mod always comes after those it depends on). 0 credits.
| Argument | Type | Description |
|---|---|---|
| id | string | remove, enable, disable: the mod id. |
| ids | array |
Journey — to look at the running game. Share it as finished only when gripforge_game_audit says complete and gripforge_validate_release says ready; otherwise say what is left. Get the browser play URL of a Game Kit project so a human (or a screenshot step) can run its current revision in the web runtime. Reads the project bundle and returns { url, absolute }; absolute is built on the GripForge origin of this key. Call it AFTER gripforge_gamekit_install or gripforge_game_project bind to check the result live. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Journey — create, then bind a model to every creature slot (get carries the creatures report) and set the controls: action=controls applies the control scheme of the gameplay, a proposal to adapt. Before telling the user the game is done: gripforge_game_audit. Manage Game Kit projects (gkp_…): the container holding installed kits, their lockfile, asset bindings and data collections. action=list lists the workspace projects; create needs name and takes a preset (see gripforge_gamekit_search; adventure is the reference game of game.engine) or an explicit kits map — every new project gets game.engine first (the engine of the game: scenes, archetypes, scripts, life cycle; its answer carries the engine start pack { structure, scene, blocks, order, next, rules } and added, the kits installed for dependencies), then the default kits ui.menu (title / pause / options / load and save screen), input.remap (key remapping), settings.graphics (graphics options), ui.prompts (on-screen key prompts that follow remapping and the gamepad), ui.endscreen (end screen and credits), save.persistence (save slots, quick save, autosave), audio.core (game audio: mixer, music, effects, event → sound table), i18n.text (game texts in the player’s language: translation tables in the translations collection, ICU plurals) ui.theme (the design of every interface as kit config: colours, font, shapes, key glyphs; unset = built-in look) and input.virtualpad (the on-screen gamepad of touch screens, mode auto: shown on a touch screen without a gamepad, Touch controls tab) and display.fullscreen (the game in fullscreen: F11, the Options entry, start in fullscreen with atStart, the player’s choice saved), asset.preload (the files of the game loaded in phases — first playable frame, background, next scene ahead — each file once, checked; progress as state and events shown by ui.menu, ui.endscreen and hud.action) and asset.cache (the files kept on the device between visits: IndexedDB, then Cache Storage with a service worker, then the HTTP cache; quota and eviction) and, on web, ai.navigation (the paths of the game over its real collision geometry: route and steer for NPCs, enemies and click-to-move), addedBy default: keep and configure them (never recode a pathfinding: ask ai.navigation and adapt its config, the hook navigation.plan and the event navigation.blocked; never recode an asset loader, a download queue or a cache: adapt their rules, asset_preload documents, scenes ahead and cache quota instead), leave one out ({ "ui.menu": false }) or remove it only if the user asks. They hold for EVERY game, a compiled module with its own page or a custom page included: that page mounts the menu, Options › Controls and Video, fullscreen and the prompts from the bindings through the kits’ web views (gripforge-ui.mjs, GET /api/v1/hud) or their adapter, never its own copy; get returns the full ProjectDetail (installed kits, bindings, capabilities, missing, playUrl); bind maps asset slots to Library items (lib_…, null to clear); data reads a collection or upserts / removes documents validated against the kits’ schemas (replace=true swaps the whole collection); controls reads or sets the controls: without scheme it returns the control schemes of the catalogue (fps, third_person, moba_click, top_down, platformer, fighting, vehicle, rts, point_click: movement by keys or by click, what the mouse is for, expected actions and keys, touch layout), the project scheme, the one its kits suggest, every action with its effective key and the keys two actions share in one mode (warnings with a proposed reassignment, never a refusal — also in get → report.controls); with scheme and dry_run=true it returns the diff of keys the scheme would write; with scheme alone it applies it (input.actions overrides marked source: scheme, the touch layout of input.virtualpad, the help bar of ui.prompts). Choose the scheme from the kind of game, never from a kit default: Kits offer capabilities that can be switched off and tuned; the game makes one high-level gameplay choice and enables only the coherent set that choice needs: what is not chosen is off and invisible, and no kit default is imposed on the game. The generic modules propose choices, the request picks one: name the kind of game, take its control scheme from the table below (usually the only one allowed), and embed only what that scheme uses on each device — its input sources, its on-screen controls on a touch screen, its settings (remapping, sensitivity, inversion, capture, dead zone only where the scheme uses them). Every option is a choice of the request too: the network input frame is embedded only for a multiplayer game, each other option only when asked. Write the choice into the project: gripforge_game_project create with controls=<scheme>, or action=controls scheme=<scheme> on an existing game (dry_run first, reset=true to drop old key overrides). A dungeon crawler is played with the mouse, not on W A S D. In play, input.scheme (a default kit) implements that choice: it follows the device in hand (keyboard and mouse, gamepad, touch) with the variant of the scheme for it, takes the vehicle scheme while the player drives, gives the input to the interface while a menu, a dialogue or a text field is open, and the Options show per device only the controls the scheme uses; tune it within the choice (input.scheme allowed: the closed list the player may switch between, usually one; variants; composites for held / double / charged / chorded / combo actions), never by enabling every option. Gameplay choices (kind → control scheme, per device): - MOBA → `moba_click` (mouse+keys: click to move, right click = context, settings: remap; gamepad: stick, aim assist, settings: remap, deadzone, aim_assist; touch: tap to move, on screen: tap_world, settings: touch_layout). A hero is ordered with the mouse (right click to move / attack, abilities toward the cursor); a gamepad moves it with the stick. Interaction feedback: interaction.feedback style bold, on: highlight, cursor, confirm, fail, sound, orderMarker; interaction.system pointerTarget: true. - Real-time strategy → `rts` (mouse+keys: click to move, right click = context, settings: remap; gamepad: click to move, settings: remap, deadzone; touch: tap to move, on screen: stick + buttons + tap_world, settings: touch_layout). Units are selected and ordered with the cursor; nothing is moved with W A S D. Interaction feedback: interaction.feedback style default, on: highlight, cursor, confirm, fail, sound, moveMarker, orderMarker; interaction.system pointerTarget: true. - Dungeon crawler / action RPG seen from above → `arpg_click` (mouse+keys: click to move, right click = context, settings: remap; gamepad: stick, aim assist, settings: remap, deadzone, aim_assist; touch: tap to move, on screen: buttons + tap_world, settings: touch_layout). Played with the mouse: click to walk, click an enemy to attack, right click for the special; the left stick on a gamepad, a tap on a touch screen. W A S D is not the default for this genre. Interaction feedback: interaction.feedback style default, on: highlight, nearbyHint, worldPrompt, cursor, holdGauge, confirm, fail, sound, orderMarker; interaction.system pointerTarget: true. - Top-down shooter / twin-stick roguelike → `top_down` (mouse+keys: WASD, right click = aim, settings: remap; gamepad: stick, aim assist, settings: remap, deadzone, aim_assist; touch: virtual stick, on screen: stick + buttons, settings: touch_layout). Constant dodging needs direct movement (W A S D / left stick) with the cursor or right stick to aim. The game may also allow: arpg_click. Interaction feedback: interaction.feedback style default, on: highlight, worldPrompt, holdGauge, confirm, fail, sound. - Point-and-click adventure → `point_click` (mouse+keys: click to move, right click = context, settings: remap; gamepad: stick, aim assist, settings: remap, deadzone, aim_assist; touch: tap to move, on screen: buttons + tap_world, settings: touch_layout). A free cursor: click where to go and what to use. Interaction feedback: interaction.feedback style default, on: highlight, nearbyHint, worldPrompt, cursor, confirm, fail, sound, moveMarker; interaction.system pointerTarget: true. - First-person shooter / survival → `fps` (mouse+keys: WASD, captured mouse, right click = aim, settings: remap, mouse_sensitivity, invert_y, pointer_capture; gamepad: stick, right stick looks, aim assist, settings: remap, deadzone, stick_sensitivity, invert_y, aim_assist; touch: virtual stick, right stick looks, on screen: stick + buttons, settings: touch_layout, stick_sensitivity, invert_y). W A S D and the captured mouse to look (right stick on a gamepad). Interaction feedback: interaction.feedback style subtle, on: highlight, worldPrompt, holdGauge, confirm, fail, sound. - Third-person action / open world → `third_person` (mouse+keys: WASD, captured mouse, right click = aim, settings: remap, mouse_sensitivity, invert_y, pointer_capture; gamepad: stick, right stick looks, aim assist, settings: remap, deadzone, stick_sensitivity, invert_y, aim_assist; touch: virtual stick, right stick looks, on screen: stick + buttons, settings: touch_layout, stick_sensitivity, invert_y). W A S D relative to the camera and the captured mouse (right stick) to turn it. Interaction feedback: interaction.feedback style default, on: highlight, nearbyHint, worldPrompt, holdGauge, confirm, fail, sound. - Platformer → `platformer` (mouse+keys: WASD, settings: remap; gamepad: stick, settings: remap, deadzone; touch: virtual stick, on screen: stick + buttons, settings: touch_layout). Direct movement and jump, no pointer. Interaction feedback: interaction.feedback style subtle, on: worldPrompt, confirm, fail, sound. - Fighting → `fighting` (mouse+keys: WASD, settings: remap; gamepad: stick, settings: remap, deadzone; touch: virtual stick, on screen: buttons, settings: touch_layout). One key per blow, no pointer. No interaction.feedback. - Racing / vehicles → `vehicle` (mouse+keys: vehicle, settings: remap; gamepad: vehicle, settings: remap, deadzone; touch: vehicle, on screen: stick + buttons, settings: touch_layout). Throttle, brake and steering; no pointer. Interaction feedback: interaction.feedback style subtle, on: worldPrompt, confirm, fail. - Turn-based combat / tactics → `point_click` (mouse+keys: click to move, right click = context, settings: remap; gamepad: stick, aim assist, settings: remap, deadzone, aim_assist; touch: tap to move, on screen: buttons + tap_world, settings: touch_layout). Each turn is played with the cursor or a tap (combat.turns, tactics.grid): pick a unit or an action, then its cell or its target; no direct movement. Interaction feedback: interaction.feedback style default, on: highlight, cursor, confirm, fail, sound; interaction.system pointerTarget: true. - Card game / deckbuilder / pack opening → `point_click` (mouse+keys: click to move, right click = context, settings: remap; gamepad: stick, aim assist, settings: remap, deadzone, aim_assist; touch: tap to move, on screen: buttons + tap_world, settings: touch_layout). Cards and packs are played with the cursor or a tap (cards.deck on combat.turns; collection.packs for a pack-opening or gacha game with an album): pick a card or a pack, then its target or the next object to turn over; no direct movement. Interaction feedback: interaction.feedback style default, on: highlight, cursor, confirm, fail, sound; interaction.system pointerTarget: true. - Puzzle → `third_person` (mouse+keys: WASD, captured mouse, right click = aim, settings: remap, mouse_sensitivity, invert_y, pointer_capture; gamepad: stick, right stick looks, aim assist, settings: remap, deadzone, stick_sensitivity, invert_y, aim_assist; touch: virtual stick, right stick looks, on screen: stick + buttons, settings: touch_layout, stick_sensitivity, invert_y). The puzzle kits (puzzle.circuits, puzzle.beams) sit in the world: the player reaches them with the game's character, seen from behind by default, in first person or with the cursor when the game is built that way. The game may also allow: fps, point_click. Interaction feedback: interaction.feedback style default, on: highlight, nearbyHint, worldPrompt, holdGauge, confirm, fail, sound. - Sports / ball game → `third_person` (mouse+keys: WASD, captured mouse, right click = aim, settings: remap, mouse_sensitivity, invert_y, pointer_capture; gamepad: stick, right stick looks, aim assist, settings: remap, deadzone, stick_sensitivity, invert_y, aim_assist; touch: virtual stick, right stick looks, on screen: stick + buttons, settings: touch_layout, stick_sensitivity, invert_y). sport.ball on foot: the athlete moves with W A S D or the left stick and kicks where it faces; in its car mode, the vehicle controls. The game may also allow: vehicle. Interaction feedback: interaction.feedback style subtle, on: worldPrompt, confirm, fail, sound. - Golf / mini-golf → `point_click` (mouse+keys: click to move, right click = context, settings: remap; gamepad: stick, aim assist, settings: remap, deadzone, aim_assist; touch: tap to move, on screen: buttons + tap_world, settings: touch_layout). sport.golf: the shot is aimed with the free cursor (the ball goes where the pointer is) and played with a click or a tap that stops the power gauge; nobody walks, so no W A S D and no captured pointer; the left stick turns the aim on a gamepad. No interaction.feedback. - Flight / space combat → `vehicle` (mouse+keys: vehicle, settings: remap; gamepad: vehicle, settings: remap, deadzone; touch: vehicle, on screen: stick + buttons, settings: touch_layout). Throttle, yaw and pitch on the keys or the sticks, no pointer: vehicle.spaceship pilots a starfighter (the space_combat preset) and the same vehicle controls drive a plane. Interaction feedback: interaction.feedback style subtle, on: worldPrompt, confirm, fail. Per device: the cursor per kind of target only with a mouse; on a gamepad the prompt shows the button of the active gamepad, on a touch screen the text alone (ui.prompts / input.actions promptFor); the designated target comes from input.scheme target() (cursor, aim axis, stick). Interactions must be visible. Install interaction.feedback for any game with interactive objects (not for a pure fighting game) and set its elements from the gameplay table row; never draw an interaction prompt in a kit or a script: kits that offer an interaction pass their kind to interaction.use.register(entity, label, action, kind) (or interactable.kind on an archetype), and slow uses get a hold (interactable.hold / interaction.system.holdSeconds) instead of a custom timer. Styles and kinds are data (feedback_styles, interaction_kinds): restyle with them, do not recode. Leave the player settings (interaction.feedback.settings) to the menu. A scheme is a starting proposal: a preset applies its own at creation (create takes controls to pick another one — pass the scheme of the kind of game the user asked for — or none), and any key stays changeable with gripforge_gamekit_configure input.actions { overrides: [{ action, keys, buttons?, disabled? }] } — the action of any kit; those entries always win over the scheme. logic chooses where the kits’ logic runs: wasm = logic of the kits in Rust compiled to wasm (Bevy player), ts = TypeScript KitHost (on request only); default wasm (create takes logic too; action=logic without logic reads it, with logic sets it). A game installing a kit without a Rust module runs on the TypeScript KitHost by itself: logic reports runs: ts and fallback: the kits. delete needs confirm=true. Call this first to create or pick the project, then gripforge_gamekit_installed (existing project) or gripforge_gamekit_install. 0 credits.
Journey — after each change: it also checks what the game chose (its scheme's gestures, fullscreen, right button, pointer capture, texts against the bindings). A playtest that passes is not a finished game: gripforge_game_audit (playtest="run" runs this test) gives the verdict and everything the tester cannot see. Play the project headless and report what works and what is broken. Run it after building or changing a game, before telling the user it is done. An automatic player spawns, walks, follows the mission waypoints, uses what offers a prompt, picks things up and attacks enemies. Probes check each capability the game provides (character control, combat, XP and levels, inventory, interactions, missions, needs, gathering, crafting, building, machines, world counters). Detectors flag a stuck player, unreachable goals, kit exceptions, NaN positions, a player under the ground, enemies that never reach the player, and step time. Then it checks the game on what it CHOSE, on a fresh run (lines game.*): the gestures its control scheme promises (a click game: click to walk, held to follow the cursor, click an enemy to strike, held to keep striking), fullscreen when the game offers it, the right button when the game gives it a role (no browser menu), the pointer captured exactly when the scheme looks with the mouse, and its texts (title, help, tutorial, dialogue) against the real bindings — never a fixed W A S D in a click game; nothing is imposed on a game that did not choose it. The frame rate is · not verified here: only a real page measures it (the play page reports it to the audit). Returns { summary, text, report, next }: text has one line per result, ✓ pass, ⚠ warning, ✕ failure, · not checked, each with its time, position, entity or kit; "provoked" means the tester set the condition up through the kit service. Fix the ✕ lines first, then run it again. report.notCovered lists the capabilities no probe looks at. report.replay replays the same inputs; pass it back as replay to check a fix against the same run. Deterministic: same project, seed and budget, same report. Runs in the compute service, about 5–20 s. 0 credits.
| Argument | Type | Description |
|---|---|---|
Generic concept → theme pipeline for a Game Kit project: the saved art direction (gripforge_game_art_direction: look, theme, palette, notes, device) becomes ONE interface concept image (title, main menu, HUD with health, a weapon card, key prompts), a vision pass reads its design tokens (colour roles, radius, border width, button shape, padding, letter case, weight, the closest open-licence font, glyph style, closest preset) and they are written as the ui.theme config (contrast repaired). The concept is kept in the Library (kind concept, category ui). action=quote prices it: 1 credit per run (quote it and ask the user before run). Without regenerate the latest concept of the project is reused with the tokens already read from it (0 credits), so a run after a dry run applies exactly what the dry run showed; reread=true reads the concept again (1 credit). dry_run=true writes nothing. run returns a generation job: poll it with gripforge_generation_read; its result carries config, tokens, fixes, previous_config and revision_before for a rollback (gripforge_gamekit_configure ui.theme with previous_config).
| Argument | Type | Description |
|---|---|---|
| action* | string | quote prices it and returns next; run queues it (needs expected_revision from quote). |
| reread | boolean | true runs the vision pass again on the reused concept (1 credit) instead of its saved tokens. |
| dry_run | boolean | true: generate and read the tokens without writing the project. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| regenerate |
Journey — last. Run gripforge_game_audit then gripforge_validate_release first: export a game whose verdict is complete and whose release is ready, or tell the user what is left. Prepare a download manifest for an existing web Game Kit project in the current workspace. Reuses the same player and HUD as hosted play, compiles only installed enabled kit runtimes, and lists the game configuration, static resources and Library assets to download. Does not publish the project or change its visibility. The hosted MCP cannot write local files: use gripforge game-export <project_id> <folder> locally, then npm run dev. The CLI verifies downloads and preserves local edits on updates (--check previews conflicts; --force backs up and replaces edits only when authorized). The delivered versions remain fixed until an explicit export update. Legacy kits and unpublished source overlays cannot be exported. net.* kits still need their online services. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Read source-linked plans (get), author one (plan), construct actual kit content atomically (build, with plan_id, options and expected_revision; dry_run previews; activate explicitly sets the entry scene), save an input journey (journey), inspect without a run (inspect), or queue a real Bevy input/capture test (test). get section:builder with kit returns the provider options; section:journey returns its schema. Builders belong to kits, never genres. test returns a durable job; AI visual review uses a separately quoted Develop and test pass. Generated content remains unverified. Preserve requirements and existing authored content. 0 credits.
| Argument | Type | Description |
|---|---|---|
| kit | string | For get section:builder and build: the kit whose builder constructs the content. |
| plan | object | LevelPlan matching the versioned schema returned by get. |
| action* | string | get: read the plans and sources; plan: save a LevelPlan; build: construct its kit content; journey: save an input journey; inspect: review without a run; test: queue a real input/capture test. |
| offset | integer | Design source pagination for get. |
| dry_run | boolean | For build: preview what would be written, write nothing. |
| journey | object | For journey: the input journey matching the schema of get section:journey. |
| options |
Read every spatial obligation in the saved game contract (get), or save region/location classifications, hierarchy, entries and intended connections (put). No genre counts. Old contracts need explicit classifications; declared spatial roles cannot be weakened. Regions require real child locations. Construction and verification remain separate. Scope writes use project revision checking. Continue with gripforge_game_world build/journey/test. 0 credits.
| Argument | Type | Description |
|---|---|---|
| scope | object | For put: region/location classifications, hierarchy, entries and intended connections. |
| action* | string | get: read every spatial obligation of the contract; put: save the scope. |
| offset | integer | Pagination of the obligations for get. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| expected_revision | integer | Required for put; current project revision. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"action"
],
"properties": {
"scope": {
"type": "object",
"description": "For put: region/location classifications, hierarchy, entries and intended connections.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"action": {
"enum": [
"get",
"put"
],
"type": "string",
"description": "get: read every spatial obligation of the contract; put: save the scope."
},
"offset": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0,
"description": "Pagination of the obligations for get."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0,
"description": "Required for put; current project revision."
}
}
}The API reference of one Game Kit, as compact Markdown: what it does and when to use it, every config key (type, default, unit, limits; mod = a mod may set it, live = read again while the game runs, scene = a scene may override it), hooks (payload, mutable fields, cancellable), events emitted and listened to (when, payload), web views and HUD vars, services and their methods, script verbs, asset slots, data collections, input actions, mod points, its Bevy presentation module (needs, ABI families, web UI), target parity, changelog, and an example config and an example mod (gripforge.mod/1). Read it BEFORE gripforge_gamekit_configure, before writing a mod (gripforge_game_mods) or hooks / scripts for the kit, and before writing its presentation module. sections narrows the answer (e.g. ["config","hooks"]); full=true adds nested keys, examples of every hook and verb, and the README. 0 credits.
| Argument | Type | Description |
|---|---|---|
| id* | string | Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives). |
| full | boolean | true: the full form (nested config keys, every example, README). Default: compact. |
| sections | array | Only these sections (default: all). |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"maxLength": 120,
"minLength": 2,
"description": "Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives)."
},
"full": {
"type": "boolean",
"description": "true: the full form (nested config keys, every example, README). Default: compact."
},
"sections": {
"type": "array",
"items": {
"enum": [
"summary",
"config",
"hooks",
"events",
"views",
"services",
"verbs",
"slots",
"collections",
"inputs",
"modding",
"module",
"parity",
"changelog",
"examples",
"readme"
],
"type": "string"
},
"maxItems": 16,
"description": "Only these sections (default: all)."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Journey — while composing, and to fix what gripforge_game_audit reports (its defects carry the exact config to write). Tune an installed kit: merge config values validated against the kit configSchema (read it with gripforge_gamekit_get), or patch the config as a document (patch: set a nested key, add / change / remove one element of a list without rewriting it), or toggle enabled to switch the kit off without uninstalling it. Configure installed kits freely rather than recoding what they do (game.engine: startScene, startEntry, flow.title, story flags). The interface look of a game is ui.theme: set preset (scifi-lowpoly, military, fantasy-medieval, cyberpunk-neon, cartoon-bright, horror-dark, minimal-clean, retro-pixel) for a complete look, and only the colours, typography, shapes or glyphs that must differ (they win over the preset); gripforge_game_theme_from_concept fills it from the art direction. Switching game.engine off follows the confirmation of a removal: the first call answers 409 confirm_required with details.confirm; send it back with enabled=false after the user agreed — never on your own. Returns { kit, project } with the new project revision. Call this AFTER gripforge_gamekit_install. 0 credits.
| Argument | Type | Description |
|---|---|---|
| id* | string | Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives). |
| patch | object | The config as a document, instead of rewriting a whole list: { set: { "<dotted path>": value }, append: { "<path of a list>": [items] }, update: { "<path>": [{ match: { key: value }, set: { … } }] }, remove: { "<path>": [values or { key: value }] } } — add, change or remove one element of a config list (an item with the id of an element replaces it); a list the project does not write starts from the kit default. Validated against the configSchema like config. |
| config | object | Kit config values, validated against the kit configSchema returned by gripforge_gamekit_get. Merged over the current config. |
Journey — right after creating or binding: no unit stays a capsule, every model gets its movement and action clips. gripforge_game_audit folds this report with the rest and applies the free steps with fix=true. The living units of a Game Kit project (gkp_…) — player, heroes, enemies, bosses, minions, monsters, NPCs: the creature slots its kits declare. Two rules: NO creature ships as a capsule, and a model ships WITH its animations (movement AND action). action=report (default): every creature slot with its status (bound | fallback = a capsule in game), the model bound, the clips the slot plays (locomotion, action), the ones the model lacks, and its chain (steps: clone | rig | animate | more_clips, each done / running / proposed with its tool, free or its credits). action=propose: ranked Library models for each unbound slot — the workspace first, then the Community — with the reasons of the rank (source, slot and role words, game theme, size, rigged, animated, triangle budget). YOU judge: read the reasons, pick the model that fits the game (any monster beats a capsule), bind it with gripforge_game_project { action: "bind" }; nothing is final, rebind any time. A slot with no proposal at all carries defect creature_no_model: generate a model (paid — quote and ask first), never leave the capsule. action=animate: run the free steps of the chain now for the bound models (a free Community model is copied into the workspace and bound in place of the original; the standard clip pack is retargeted, 0 credits; wait=true waits for the result, else it runs in the background — read report again). action=fill: bind the best free proposal to every unbound creature slot, then animate (what the hosted creation does). Nothing here spends credits: the automatic rig, a priced Community asset and generated motions always come back as proposed steps for you to quote and ask about. Binding a model through gripforge_game_project already starts its chain. 0 credits.
| Argument | Type | Description |
|---|---|---|
| slot | string | report / propose: only this creature slot (e.g. enemy_grunt, moba_hero_3). |
| wait | boolean |
Journey — last. Run gripforge_game_audit then gripforge_validate_release first: deliver a game whose verdict is complete and whose release is ready, or tell the user what is left. Turn catalogue kits, or the enabled kits of a Game Kit project, into engine files: Godot gets GDScript, scenes and config under gripforge/kits/<kit>/, Unity gets an embedded UPM package plus C# files and Unreal a Blueprint-first plugin for every kit with an engine delivery (gameplay and net.* kits; recipes otherwise), web needs nothing. Kits always deliver at their latest version; a kit the project copied locally is delivered from its copy. Call with dry_run=true FIRST: it returns the plan (files to add / keep / modify / delete, conflicts, dependencies, post-install steps) and never charges. Pass project_state (the current gripforge/gamekits.lock.json, path → sha256 of the files under gripforge/, engineVersion) so updates keep your edits and detect conflicts. Then call without dry_run to get the bundle. The hosted endpoint cannot write into your project: write bundle.files following plan.actions in order (backup, write, writeBin from bundle.binaries, delete with .uid / .import siblings, writeLock with bundle.lock), or use the npm client with project_dir (gripforge_gamekit_deliver_local), or the editor bridge. A blocked plan answers 409 with the plan: a file edited in the engine project is reported (modified_file), never overwritten silently; force backs it up then overwrites it. Credits: the first delivery of a kit major version to an engine costs 1 credit per workspace; re-deliveries, updates within a major, dry runs and the web target are free.
| Argument | Type | Description |
|---|---|---|
| kits | array | Kits to deliver (at most 16). Omit to deliver the enabled kits of project_id. |
| mode | string | install (default), update to the latest catalogue version, or uninstall (needs project_state.lock). |
| force | boolean | true → back up then overwrite edited managed files and existing seed files. |
Dependency graph of a Game Kit project: nodes (installed kits with version, provides, requires), edges labelled by capability, same-scene overlaps (conflicts: several enabled providers of one exclusive capability) and unresolved requirements. Pass project_id for the installed graph; pass a kit id instead to read the declared requires / provides tree of a catalogue kit before installing it. Call this BEFORE gripforge_gamekit_remove with force. 0 credits.
| Argument | Type | Description |
|---|---|---|
| id | string | Catalogue kit id to inspect instead of a project (returns its manifest tree). |
| project_id | string | Game Kit project id (gkp_…). Default: the workspace’s most recently updated project when id is not given. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"maxLength": 120,
"minLength": 2,
"description": "Catalogue kit id to inspect instead of a project (returns its manifest tree)."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Default: the workspace’s most recently updated project when id is not given."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Read one Game Kit: its manifest (provides / requires capabilities, asset slots, data collections, events), README docs, config JSON schema with defaults, version and changelog (information only: projects always run the latest version), and summary { tagline, tags, targets, status, cover, coverUrl } with the featured image URL. Pass with_usage=true to also list the workspace projects that have it installed. Call this BEFORE gripforge_gamekit_configure to know which config keys exist. 0 credits.
| Argument | Type | Description |
|---|---|---|
| id* | string | Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives). |
| section | string | api: also return `api`, the full API reference of the kit (config with units and limits, hooks, events, views, services, verbs, slots, collections, mod points, presentation module, target parity, changelog, examples of a config and of a mod). For a compact Markdown form use gripforge_gamekit_api. |
| version | string | Exact version to read (e.g. 1.0.0). Default: latest. |
| with_usage | boolean | true to include usedBy: the workspace projects where this kit is installed. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"maxLength": 120,
"minLength": 2,
"description": "Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives)."
},
"section": {
"enum": [
"api"
],
"type": "string",
"description": "api: also return `api`, the full API reference of the kit (config with units and limits, hooks, events, views, services, verbs, slots, collections, mod points, presentation module, target parity, changelog, examples of a config and of a mod). For a compact Markdown form use gripforge_gamekit_api."
},
"version": {
"type": "string",
"maxLength": 40,
"description": "Exact version to read (e.g. 1.0.0). Default: latest."
},
"with_usage": {
"type": "boolean",
"description": "true to include usedBy: the workspace projects where this kit is installed."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Journey — while composing. A kit installed and left empty is not done (audio.core without a sound, ui.endscreen without an end condition): gripforge_game_audit names them. Add a gameplay kit (a brick) to a Game Kit project (gkp_…); installing marks that the game uses it. Decide it yourself, no confirmation needed. Always the latest version; dependencies are added automatically and listed in added [{ kit, version, requiredBy, capability }] (e.g. game.engine for a kit that requires it). A kit that looks with the mouse (first person, third person, shooters, vehicles, mounts) also brings its companion input.pointer_lock (mouse capture) the first time it is added — listed in added with reason "companion of …"; keep it unless the user wants the cursor visible (remove it alone with gripforge_gamekit_remove), and never code requestPointerLock by hand. Kits are bricks that go together: two kits handling the same thing (e.g. two lightings) are a same-scene overlap, never a game-level conflict — only one is active in a scene. Returns { plan, applied, added, project }; dry_run=true previews without writing. Check gripforge_gamekit_installed first, then gripforge_gamekit_search; tune with gripforge_gamekit_configure. To adapt a kit to the game, go through its extension points first — its configuration, its overridable collections, rules and scripts on its events, hooks documents on the hooks it declares (engine.hooks) — and recode or copy a kit only as a last resort, saying why: a copy is no longer updated. Legacy genre kits (legacy.*) use gripforge_kit. 0 credits.
| Argument | Type | Description |
|---|---|---|
| id | string | Kit id to install (e.g. vehicle.driveable). Required unless pack is given. |
| pack | string | Instead of id: a content pack listed by gripforge_gamekit_search (packs[].id, e.g. tree-of-life) — its kits are installed, its configs merged and its documents upserted by id (the project's own documents are kept). Returns { pack, applied, plan: { installed, configured, data }, added, project }. |
Journey — first on an existing project; gripforge_game_audit then says what stands between it and a finished game. Start here for an existing project. Lists the kits installed in a Game Kit project (gkp_…), first and marked priority: id, name, enabled, addedBy (user / agent / auto / preset / default — the interface kits every new game gets), provides, requires and config, plus the rule that goes with them. Versions are for your information (projects always follow the latest): each kit also has version (in the project), latest, delivered { godot | unity | unreal } (the version the last engine delivery carries — a delivered game can run an older one) and pendingMigrations (manual migrations left to you). Installed kits are choices already made for this game: build on them for what they cover and configure them as needed; search the catalogue only for what they do not cover. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Uninstall a kit from a Game Kit project (gkp_…). Remove a kit the user installed (addedBy user in gripforge_gamekit_installed) only when the user asks. game.engine (the engine of the game) and the default kits (ui.menu, input.remap, settings.graphics, ui.prompts, ui.endscreen, save.persistence, audio.core, i18n.text, ui.theme, input.virtualpad, display.fullscreen, asset.preload, asset.cache, ai.navigation on web, addedBy default) are removed only when the user explicitly asks — never to "clean up". A kit other kits depend on, and game.engine always, is not removed by a first call: it answers 409 (kit_in_use, or confirm_required) with details { dependents, confirm } — nothing applied; show the user the dependents, then call again with with_dependents=true and confirm=<token> to remove the kit and its dependents together (the token is bound to the project revision). dry_run=true returns the plan, the dependents and the token without writing. force=true (legacy) removes it and disables its dependents instead; prune=true also drops the dependencies nothing else needs (never game.engine nor a default kit). Returns { applied, removed[], dependents, project }. 0 credits.
| Argument | Type | Description |
|---|---|---|
| id* | string | Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives). |
| force | boolean | Legacy: remove even when other kits depend on it; they are disabled, not removed. |
| prune | boolean | true to also remove dependencies that no remaining kit requires (never game.engine nor a default kit). |
| reason | string | One sentence: why you do this, recorded in the project history (required in spirit when you go against the installed-kits rule). |
Journey — first: find the preset of the genre. Its `done` says what a finished game of that genre has beyond the request: write it into the contract (gripforge_define_game) as required, and gripforge_game_audit checks it at the end. Start here. Search the modular Game Kit catalogue (vehicle.driveable, mission.objectives, npc.wanted, …) by free text, capability, tag or engine target. Pass project_id to score kits against that project: each hit then carries state { installed, enabled, fills, reason } and kits that fill one of its missing capabilities rank first. Kits are bricks that go together: a kit handling the same thing as an installed one is a same-scene overlap (only one active in a scene), never a reason to skip it. Returns { kits, presets }; each kit carries its presentation: name, tagline (one-line hook), tags, targets and status per engine (web / godot / unity / unreal), and cover / coverUrl, the featured landscape image (WebP) to show the user when proposing kits. legacy.* kits play through their existing client. Kart Racing is native: compose world.racetrack + vehicle.driveable + race.kart; edit race_tracks through project data. world.lighting adds shared sun/fill, point lights and spots, presets, bounded light budgets and bloom; edit world_lights through project data. world.fluids adds interactive mud / blood surfaces, displaced 3D wheel ruts and footprints; edit fluid_surfaces through project data (web renderer). world.terrain adds a seeded large landscape (terrain_edits data), movement.traversal climbing / swimming / gliding with stamina, world.elements data-driven fire, water, ice, electricity and poison (element_rules, element_materials, element_climates data). Also returns packs: content packs (ready-made game content — documents and kit configs, e.g. a realistic atmosphere, a tree of life, a star system) that gripforge_gamekit_install { pack } installs into a project. Call this BEFORE gripforge_gamekit_install. 0 credits.
| Argument | Type | Description |
|---|---|---|
| q | string | Free text matched on id, name, description and tags (e.g. "drive a car", "wanted level"). |
Projects always follow the latest version of their kits: the studio updates them automatically when a project is opened. Use this to do it now. Dry-run by default: returns the plan (from / to version, migrations). Pass apply=true to apply it. A migration with auto=false is never applied by itself: it is your task — apply its note (config, data) then call again. Omit id to check every installed kit. 0 credits.
| Argument | Type | Description |
|---|---|---|
| id | string | Installed kit to update. Omit to check every installed kit. |
| apply | boolean | true to apply the update to the latest version (automatic migrations run). Default false = plan only. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"maxLength": 120,
"minLength": 2,
"description": "Installed kit to update. Omit to check every installed kit."
},
"apply": {
"type": "boolean",
"description": "true to apply the update to the latest version (automatic migrations run). Default false = plan only."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}CREATE any mesh asset and save it to Library — the canonical generation door. kind decides the pipeline: character/enemy/boss are auto-rigged (pass concept_item or file_url for image-to-3D; otherwise text-to-3D), weapon and prop are direct text-to-model (no rig, no concept step). The workspace Style DNA is applied to the prompt. If the look may already exist, call gripforge_style_kit FIRST. Costs 10 credits. Returns a persistent job_id immediately; poll gripforge_generation_read for progress and the Library/Studio result. Closing this call does not cancel it.
| Argument | Type | Description |
|---|---|---|
| rig | boolean | Characters with provider gpu only: true = rig with Tripo (only when Tripo is configured on the server); omitted = automatic rig on the GPU box (GripForge biped skeleton, meta.rig = tokenrig; the character stays unrigged with a note if it fails); false = no rig (meta.rig = none). |
| kind* | string | What to forge — rigged (character/enemy/boss) or static mesh (weapon/prop) |
| name | string | Library item name (default: the prompt) |
| engine | string | GPU engine, only with provider gpu: hunyuan (Hunyuan3D 2.1, shape then paint) or trellis2 (TRELLIS.2). Server default GRIPFORGE_GPU_ENGINE, else hunyuan. |
| prompt* | string | Description of the asset. Up to 2000 characters: the on-demand GPU (provider gpu) always takes them; another provider refuses a text over its own limit with the error prompt_too_long_for_provider. |
| file_url |
Reusable plan → artistic concept → isolated reference views → review → Meshy or explicitly selected Tripo build workflow. Generate 1–4 images through OpenAI or Imagine; alternate views reference one master but must be checked for actually different viewpoints. If edits repeat the front, use one good concept instead of a false multiview set. Separate explicit budgets for concepts and 3D. Accepts text, owned concept views or a static GLB. Optional delivery preserves the source master and prepares reusable LOD GLBs with PBR and a common metric fit. Durable jobs return workspace links; poll generation_read, cancel/retry preserves finished steps. Review the actual render before publishing. No guaranteed interiors, collisions or runtime LOD switching; no automatic game replacement.
| Argument | Type | Description |
|---|---|---|
| stage | string | plan is free: exact prompts and separate image/3D quotes. concept creates reviewable workspace images. First review artistic scene, then isolated views of the SAME building, then build 3D from chosen isolated references. |
| budget | object | Required for paid concept/build: maximum GripForge credits OR subscription USD accepted. Use the quote funding currency: insufficient AI allowance falls back to GripForge credits for the whole new job, never both. Use plan.concept_quote for images, plan.quote for Meshy. Provider credits are separate. |
| recipe* | object | |
| workspace_id | string | |
| concept_views | array | Unique views starting with front_right. Default one view for scene or Tripo, three for isolated Meshy. Tripo requires one view. Alternate views edit the SAME master. recipe.concept reuses an existing master; concept_reference guides a NEW master. |
CREATE a Mixamo T-pose auto-rigged character, enemy or boss and save it to Library. NEVER describe a handheld weapon, staff or shield in the prompt: characters and enemies are forged empty-handed (the forge enforces it); make the weapon apart with gripforge_generate (kind=weapon) and put it in the hand with gripforge_attach. polycount is honoured (default 8000; keep it at or under 10000 for a mobile game).To sculpt from a picture (image-to-3D): pass concept_item (lib_… from gripforge_concept_correct / character_concepts) or file_url. Without an image this is text-to-3D. If the look may already be in the locker, call gripforge_style_kit FIRST. For knives/guns use gripforge_generate_weapon. Alias of gripforge_generate (the canonical door). Costs 10 credits. Returns a persistent job_id immediately; poll gripforge_generation_read. Closing this call does not cancel it.
| Argument | Type | Description |
|---|---|---|
| rig | boolean | Characters with provider gpu only: true = rig with Tripo (only when Tripo is configured on the server); omitted = automatic rig on the GPU box (GripForge biped skeleton, meta.rig = tokenrig; the character stays unrigged with a note if it fails); false = no rig (meta.rig = none). |
| kind | string | character | enemy | boss (boss → enemy + meta.boss) |
| name | string | Library item name (default: the prompt) |
| engine | string | GPU engine, only with provider gpu: hunyuan (Hunyuan3D 2.1, shape then paint) or trellis2 (TRELLIS.2). Server default GRIPFORGE_GPU_ENGINE, else hunyuan. |
| prompt* | string | Description. "stylish gothic action enemy" → tagged with that look, kind=enemy. Up to 2000 characters: the on-demand GPU (provider gpu) always takes them; another provider refuses a text over its own limit with the error prompt_too_long_for_provider. |
Generic animal/alien creature factory, one to eight original creatures per batch. stage=plan quotes concept + Meshy 3D + anatomy vision without paid calls. stage=build requires explicit budget and stable idempotency_key, then generates private meshes and inspectable skeleton overlays. Poll gripforge_generation_read; inspect each preview/profile before stage=rig with generation_job, creature_id, reviewed_anatomy=true and optional corrected profile. Reuses the anatomy-aware Blender rig, never humanoid autorig. Exports GLB, Blender source and diagnostics. Procedural starting clips are drafts; missing fly/swim/action clips are reported. No automatic game-ready approval. Existing owned immutable source/concept revisions can be reused. Use generation_cancel/retry for durable work.
| Argument | Type | Description |
|---|---|---|
| stage | string | |
| budget | object | |
| profile | object | |
| recipes | array | One to eight distinct creatures; each variant needs its own id and prompt. Required for plan/build. |
| allow_rerig | boolean | |
| creature_id | string | |
| workspace_id | string | |
| generation_job | string |
Plan then build a straight-street district from 1–8 distinct Meshy/Tripo buildings, each manufactured once and reused as separate editable instances. Includes road, pavements, spawn, daylight and camera in the shared Map SceneDocument. Optional owned PBR road/pavement maps; otherwise simple solid surfaces. Plan returns layout, provider-credit count and account quote without spending. Build requires a budget and returns a persistent job, then Map Studio link. Private work version requiring visual review; no automatic Community publication or game replacement.
| Argument | Type | Description |
|---|---|---|
| stage | string | Default plan is free and does not generate. Read its quote, then explicitly build. |
| budget | object | Required for paid concept/build: maximum GripForge credits OR subscription USD accepted. Use the quote funding currency: insufficient AI allowance falls back to GripForge credits for the whole new job, never both. Use plan.concept_quote for images, plan.quote for Meshy. Provider credits are separate. |
| recipe* | object | |
| workspace_id | string | |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"recipe"
],
"properties": {
"stage": {
"enum": [
"plan",
"build"
],
"type": "string",
"description": "Default plan is free and does not generate. Read its quote, then explicitly build."
},
"budget": {
"type": "object",
"properties": {
"usd": {
"type": "number",
"minimum": 0
},
"credits": {
"type": "number",
"minimum": 0
}
},
"description": "Required for paid concept/build: maximum GripForge credits OR subscription USD accepted. Use the quote funding currency: insufficient AI allowance falls back to GripForge credits for the whole new job, never both. Use plan.concept_quote for images, plan.quote for Meshy. Provider credits are separate.",
"additionalProperties": false
},
"recipe": {
"type": "object",
"required": [
"buildings"
],
"properties": {
"gap": {
"type": "number",
"maximum": 30,
"minimum": 1
},
"name": {
"type": "string",
"maxLength": 100,
"minLength": 1
},
"version": {
"type": "number",
"const": 1
},
"buildings": {
"type": "array",
"items": {
"type": "object",
"required": [
"prompt"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_-]{0,47}$"
},
"use": {
"enum": [
"residential",
"retail",
"office",
"industrial",
"mixed"
],
"type": "string"
},
"look": {
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string",
"description": "Rendering look, separate from the game style: stylized (neutral) | painted | toon | anime | realistic | lowpoly | pixel. Old values (handpainted, cartoon, low_poly…) are read as aliases. Omit for the style default. Fills style when style is omitted; toon, anime and pixel add their phrase to the prompt."
},
"name": {
"type": "string",
"maxLength": 100,
"minLength": 1
},
"roof": {
"enum": [
"flat",
"pitched"
],
"type": "string"
},
"style": {
"enum": [
"realistic",
"stylized",
"lowpoly",
"handpainted"
],
"type": "string"
},
"facade": {
"type": "string",
"maxLength": 120
},
"finish": {
"type": "object",
"required": [
"version",
"remove",
"parts"
],
"properties": {
"parts": {
"type": "array",
"items": {
"oneOf": [
{
"type": "object",
"required": [
"kind",
"id",
"color",
"origin",
"width",
"height"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9_-]{1,48}$"
},
"yaw": {
"type": "number",
"maximum": 6.283185307179586,
"minimum": -6.283185307179586
},
"kind": {
"type": "string",
"const": "shutter"
},
"color": {
"type": "string",
"pattern": "^#[0-9a-f]{6}$"
},
"width": {
"type": "number",
"maximum": 15,
"minimum": 0.2
},
"height": {
"type": "number",
"maximum": 12,
"minimum": 0.1
},
"origin": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
}
]
},
"metalness": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"roughness": {
"type": "number",
"maximum": 1,
"minimum": 0.05
},
"slatHeight": {
"type": "number",
"maximum": 0.3,
"minimum": 0.035
}
},
"additionalProperties": false
},
{
"type": "object",
"required": [
"kind",
"id",
"color",
"points",
"height"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9_-]{1,48}$"
},
"kind": {
"type": "string",
"const": "railing"
},
"color": {
"type": "string",
"pattern": "^#[0-9a-f]{6}$"
},
"height": {
"type": "number",
"maximum": 12,
"minimum": 0.1
},
"points": {
"type": "array",
"items": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
}
]
},
"maxItems": 16,
"minItems": 2
},
"barRadius": {
"type": "number",
"maximum": 0.05,
"minimum": 0.006
},
"metalness": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"roughness": {
"type": "number",
"maximum": 1,
"minimum": 0.05
},
"barSpacing": {
"type": "number",
"maximum": 0.5,
"minimum": 0.05
},
"postRadius": {
"type": "number",
"maximum": 0.1,
"minimum": 0.015
},
"railRadius": {
"type": "number",
"maximum": 0.08,
"minimum": 0.01
},
"postSpacing": {
"type": "number",
"maximum": 3,
"minimum": 0.2
}
},
"additionalProperties": false
}
]
},
"maxItems": 32,
"minItems": 1
},
"remove": {
"type": "array",
"items": {
"type": "object",
"required": [
"center",
"size"
],
"properties": {
"size": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 100,
"minimum": 0.001
},
{
"type": "number",
"maximum": 100,
"minimum": 0.001
},
{
"type": "number",
"maximum": 100,
"minimum": 0.001
}
]
},
"center": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
}
]
},
"rotation": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 6.283185307179586,
"minimum": -6.283185307179586
},
{
"type": "number",
"maximum": 6.283185307179586,
"minimum": -6.283185307179586
},
{
"type": "number",
"maximum": 6.283185307179586,
"minimum": -6.283185307179586
}
]
}
},
"additionalProperties": false
},
"maxItems": 64
},
"version": {
"type": "number",
"const": 1
}
},
"description": "Free deterministic repair of an owned source + delivery. All coordinates are Y-up metres AFTER the returned importTransform. Explicit oriented removal boxes (rotation XYZ radians), regular shutters (+Z outward, yaw radians) and railing paths (feet, vertical posts, supports slopes). Measure and review regions first. Applied AFTER each LOD simplification to keep thin parts straight. Textures outside cuts stay byte-identical; removed surfaces are not capped. Triangle targets remain soft. No AI auto-segmentation or collision repair.",
"additionalProperties": false
},
"floors": {
"type": "integer",
"maximum": 30,
"minimum": 1
},
"prompt": {
"type": "string",
"maxLength": 300,
"minLength": 3
},
"source": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
},
"description": "Reuse an owned static GLB revision instead of paying for this building. The source is never modified.",
"additionalProperties": false
},
"concept": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
},
"description": "Owned PNG/JPEG/WebP revision for Meshy image-to-3D. At most 12 MiB. Mutually exclusive with source.",
"additionalProperties": false
},
"concepts": {
"type": "array",
"items": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
},
"additionalProperties": false
},
"maxItems": 4,
"minItems": 1,
"description": "Coherent views of ONE building, front first, for Meshy multi-image-to-3D. Exclusive with concept/source. Review coherence before building."
},
"delivery": {
"type": "object",
"required": [
"lods"
],
"properties": {
"lods": {
"type": "array",
"items": {
"type": "object",
"required": [
"triangles",
"textureSize"
],
"properties": {
"maxError": {
"type": "number",
"maximum": 0.02,
"minimum": 0
},
"triangles": {
"type": "integer",
"maximum": 200000,
"minimum": 1000
},
"lockBorder": {
"type": "boolean"
},
"textureSize": {
"anyOf": [
{
"type": "number",
"const": 1024
},
{
"type": "number",
"const": 2048
},
{
"type": "number",
"const": 4096
},
{
"type": "number",
"const": 8192
}
]
}
},
"additionalProperties": false
},
"maxItems": 3,
"minItems": 1
}
},
"description": "Preserve an immutable full-detail source without provider remeshing, then prepare 1–3 independent LOD GLBs. Highest detail first, decreasing triangles and texture sizes. Default maxError=.001, lockBorder=true prioritizes detail and may exceed targets. For distant levels, explicitly allow e.g. maxError=.005/.01 and lockBorder=false after review. Shared metric fit and preserved PBR. No normal rebake, runtime LOD switching or inferred collision. Also works with source at no provider cost.",
"additionalProperties": false
},
"provider": {
"enum": [
"meshy",
"tripo"
],
"type": "string",
"description": "3D provider pinned to this recipe, Meshy by default. Tripo v3.1 requires one reviewed concept (no multiview yet) and uses v3.5 PBR textures. No automatic paid provider fallback."
},
"polycount": {
"type": "integer",
"maximum": 80000,
"minimum": 4000
},
"dimensions": {
"type": "object",
"properties": {
"depth": {
"type": "number",
"maximum": 100,
"minimum": 3
},
"width": {
"type": "number",
"maximum": 100,
"minimum": 3
},
"height": {
"type": "number",
"maximum": 150,
"minimum": 3
}
},
"description": "Maximum footprint and height in metres. Uniform fit preserves proportions; actual dimensions are returned.",
"additionalProperties": false
},
"meshQuality": {
"type": "object",
"properties": {
"texture": {
"enum": [
"2k",
"4k",
"8k"
],
"type": "string"
},
"geometry": {
"enum": [
"standard",
"2k",
"4k"
],
"type": "string"
}
},
"description": "Meshy 7.1 quality. Defaults standard geometry and 2K PBR. Multi-image supports standard/2k geometry only. Texture resolution is preserved during optimization. Read the updated quote.",
"additionalProperties": false
},
"tripoQuality": {
"type": "object",
"properties": {
"texture": {
"enum": [
"standard",
"detailed",
"extreme"
],
"type": "string"
},
"geometry": {
"enum": [
"standard",
"detailed"
],
"type": "string"
}
},
"description": "Tripo-only quality; default detailed geometry and detailed textures. extreme requests 8K. Read the separate provider quote. Exclusive with Meshy meshQuality and source.",
"additionalProperties": false
}
},
"additionalProperties": false
},
"maxItems": 8,
"minItems": 1,
"description": "Unique building definitions with distinct ids. Each new model is manufactured once."
},
"materials": {
"type": "object",
"properties": {
"road": {
"type": "object",
"description": "SceneMaterialOverride: color, roughness, metalness, map/normalMap/roughnessMap/metalnessMap as owned immutable SceneAssetRef, repeat:[u,v]. Validated by the shared Scene Engine.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"sidewalk": {
"type": "object",
"description": "SceneMaterialOverride: color, roughness, metalness, map/normalMap/roughnessMap/metalnessMap as owned immutable SceneAssetRef, repeat:[u,v]. Validated by the shared Scene Engine.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
}
},
"additionalProperties": false
},
"repetitions": {
"type": "integer",
"maximum": 4,
"minimum": 1,
"description": "Instances per definition, without additional model generation cost."
},
"streetWidth": {
"type": "number",
"maximum": 30,
"minimum": 6
},
"sidewalkWidth": {
"type": "number",
"maximum": 8,
"minimum": 1
}
},
"additionalProperties": false
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
}
}
}Persistent concept → isolated handle/segment references → Meshy PBR components → FlexibleChain XPBD → Blender assembly/rig → actual GripForge renderer review. Read flexible_weapon_schema first. recipe stage=concept returns an image before 3D; build can reuse that concept and owned pinned components. Up to 12 existing source clips or sampled motions; character choreography is not generated by this tool. Returns job_id immediately; poll generation_read for weapon GLB, Blender source, physics reports, separate character/weapon review scene and Studio links. Max 23 credits when all art is new; reused components are free. Cancel/retry retains successful provider and fabrication steps. Always private work: no automatic replacement, promotion or Community publication.
| Argument | Type | Description |
|---|---|---|
| recipe* | object | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"recipe"
],
"properties": {
"recipe": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}Manufacture a NEW fps-arms work asset using the native FPS template: curved hand surface refinement, fitted skinned long sleeves/cuff, optional tactical glove reinforcement and embedded PBR. recipe={version:1,name,quality:high|standard,gloves:tactical|light,sleeves:long|none,colors?:{fabric:#RRGGBB,sleeve:#RRGGBB,trim:#RRGGBB},source?:{assetId,revisionId,fileRole?}}. No source gives standalone hands with native finger rig, hand_item_r/l sockets and existing starting clips. Optional owned immutable native paired source keeps weapon, camera and animation tracks; source must contain FPS_Hands or FPS_Arms_Mesh, all ten native fingers, embedded GLB <=32 MiB. This is template geometry/garment manufacture, not prompt-to-new-anatomy or arbitrary rigging. Returns job_id; poll generation_read. Inspect fingers, seams and weapon/garment contact in the actual renderer before binding. No external provider charge; never auto-promotes or overwrites.
| Argument | Type | Description |
|---|---|---|
| recipe* | object | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"recipe"
],
"properties": {
"recipe": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}CREATE a game-ready prop GLB (kart, crate, barrel, banana…) and save it to Library as kind=prop. Default Meshy, no T-pose, no biped rig. polycount defaults to 4000. Quoted against the shared subscription, or 10 GripForge credits if it cannot cover the complete operation. Returns a persistent job_id immediately; poll gripforge_generation_read, then download and import the completed model.
| Argument | Type | Description |
|---|---|---|
| name | string | Library name |
| engine | string | GPU engine, only with provider gpu: hunyuan (Hunyuan3D 2.1, shape then paint) or trellis2 (TRELLIS.2). Server default GRIPFORGE_GPU_ENGINE, else hunyuan. |
| prompt* | string | e.g. compact orange open-cockpit racing kart, isolated. Up to 2000 characters: the on-demand GPU (provider gpu) always takes them; another provider refuses a text over its own limit with the error prompt_too_long_for_provider. |
| subtype | string | vehicle: made as the Vehicles prop sub-kind — no grip style, nose on +Z, the four wheels split with hub pivots so it drives. Then finished like a game car: paint, glass, chrome, grille and lamp materials, smoothed body, modelled wheels. Detected from the prompt (car, truck, van, kart…) when omitted; none opts out. |
| optimize | boolean | Default true; false retains the provider mesh for close-up review. |
| provider | string | Default meshy (or the server default). gpu = our rented GPU: Hunyuan3D 2.1 (default engine) or TRELLIS.2 image-to-3D, then the game-ready chain (shape gate, normalisation, decimation, normal + AO bake from the high-poly, collider for props/weapons, meta.gameReady verdict); text-only first makes a concept image; no Tripo/Meshy spend. The server default can be gpu (GRIPFORGE_FORGE_DEFAULT=gpu|meshy). compute = GripForge Compute, ONLY when the user asks for it: textured prop/furniture from text or one concept_item, two GLBs (scene, detail), quoted and charged like the other providers; not for weapons or vehicles; refused while Compute is closed. Without provider the default generator is used. |
Read vehicle_schema first. Recommended recipe.workflow=body_wheels follows concept → references (five wheel-less body views + wheel) → geometry (stop/review) → topology (stop/review) → build (PBR + wheel + rig). Each geometry review uses scene_review with the returned assetRef and must be approved before the next paid step. Rigging preserves UVs and corner normals, GLB/FBX/Blend and measured Chaos setup. Top view is review-only. parts.body.geometry accepts unfinished Hunyuan/Blender GLB; parts.body.topology pins the reviewed reduced GLB; parts.<role>.source reuses finished meshes. Legacy modular_doors remains available for articulated doors. stage=plan quotes each stage without spending; paid stages require its budget. Durable job; poll generation_read. Work draft, real-render review and target-engine driving test required; no automatic publication/replacement.
| Argument | Type | Description |
|---|---|---|
| stage | string | |
| budget | object | |
| recipe* | object | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"recipe"
],
"properties": {
"stage": {
"enum": [
"plan",
"concept",
"references",
"geometry",
"topology",
"build"
],
"type": "string",
"default": "plan"
},
"budget": {
"type": "object",
"properties": {
"usd": {
"type": "number",
"minimum": 0
},
"credits": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0
}
}
},
"recipe": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}CREATE a game-ready weapon GLB (knife, gun, sword…) and save it to Library as kind=weapon. Default provider Meshy, no T-pose, no biped rig. polycount defaults to 4000. style=melee|gun is written to meta.style for gripforge_attach. 10 credits. Returns a persistent job_id; poll gripforge_generation_read. Do NOT write one-off Meshy scripts.
| Argument | Type | Description |
|---|---|---|
| name | string | Library name (default: prompt) |
| style | string | Grip style for attach (inferred if omitted) |
| engine | string | GPU engine, only with provider gpu: hunyuan (Hunyuan3D 2.1, shape then paint) or trellis2 (TRELLIS.2). Server default GRIPFORGE_GPU_ENGINE, else hunyuan. |
| prompt* | string | e.g. "tactical combat knife, silver blade, black grip". Up to 2000 characters: the on-demand GPU (provider gpu) always takes them; another provider refuses a text over its own limit with the error prompt_too_long_for_provider. |
| provider | string | Default meshy (or the server default). gpu = our rented GPU: Hunyuan3D 2.1 (default engine) or TRELLIS.2 image-to-3D, then the game-ready chain (shape gate, normalisation, decimation, normal + AO bake from the high-poly, collider for props/weapons, meta.gameReady verdict); text-only first makes a concept image; no Tripo/Meshy spend. The server default can be gpu (GRIPFORGE_FORGE_DEFAULT=gpu|meshy). |
| polycount | number | Target triangles (default 4000) |
Plan then manufacture 1–64 original static weapon models using the existing Meshy PBR pipeline. plan is free and returns an exact aggregate quote and plan_hash. build requires that hash, an explicit budget covering the quote and a stable idempotency_key. One durable job, two bounded fabrication lanes, per-weapon checkpoints and billing; cancellation/retry preserves finished work and provider task IDs. Results remain private work assets. Inspect geometry, textures and actual renderer output before publishing. Does not create attack/reload animations, grip bindings, or flexible-chain physics. Poll gripforge_generation_read; result.items contains Library IDs and Studio links.
| Argument | Type | Description |
|---|---|---|
| stage* | string | |
| budget | object | |
| entries* | array | |
| plan_hash | string | |
| workspace_id | string | Authorized workspace; defaults to the connected workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"stage",
"entries"
],
"properties": {
"stage": {
"enum": [
"plan",
"build"
],
"type": "string"
},
"budget": {
"type": "object",
"properties": {
"usd": {
"type": "number",
"minimum": 0
},
"credits": {
"type": "number",
"minimum": 0
}
},
"additionalProperties": false
},
"entries": {
"type": "array",
"items": {
"type": "object",
"required": [
"key",
"name",
"prompt",
"subtype"
],
"properties": {
"key": {
"type": "string",
"pattern": "^[a-z0-9][a-z0-9_-]{0,47}$"
},
"name": {
"type": "string",
"maxLength": 160,
"minLength": 1
},
"tags": {
"type": "array",
"items": {
"type": "string",
"maxLength": 60,
"minLength": 1
},
"maxItems": 16
},
"style": {
"enum": [
"gun",
"melee",
"shield",
"staff"
],
"type": "string"
},
"prompt": {
"type": "string",
"maxLength": 2000,
"minLength": 3,
"description": "The weapon to model, up to 2000 characters accepted. The catalogue is made by Meshy text-to-3D: a description longer than its room (about 680 characters) is refused by name (prompt_too_long_for_provider) at the plan, never cut; gripforge_generate_weapon with provider \"gpu\" takes the 2000."
},
"subtype": {
"type": "string",
"maxLength": 60,
"minLength": 1
},
"polycount": {
"type": "integer",
"maximum": 20000,
"minimum": 500
}
},
"additionalProperties": false
},
"maxItems": 64,
"minItems": 1
},
"plan_hash": {
"type": "string",
"pattern": "^[a-f0-9]{64}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Authorized workspace; defaults to the connected workspace."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
}
}
}Request worker cancellation while retaining completed steps and artifacts. Closing a page alone does not cancel a job.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}List workspace jobs. Jobs and completed steps survive closing the studio or restarting the web server and worker.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Free quote for a model, concept, texture, rig or animation. Reports the account funding mode, available balance and estimated operation cost. A subscription combines AI and paid asset generation in one monthly limit without also charging generation credits. Quote every missing role, propose the plan, and obtain a generation budget before submitting paid jobs. Estimates cover one operation, not the full concept/rig/review pipeline.
| Argument | Type | Description |
|---|---|---|
| kind* | string | |
| count | integer | |
| provider | string | |
| workspace_id | string | Authorized workspace; defaults to the connected workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"kind"
],
"properties": {
"kind": {
"enum": [
"model",
"concept",
"texture",
"rig",
"animation"
],
"type": "string"
},
"count": {
"type": "integer",
"maximum": 20,
"minimum": 1
},
"provider": {
"enum": [
"meshy",
"tripo",
"compute",
"xai",
"openai"
],
"type": "string"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Authorized workspace; defaults to the connected workspace."
}
}
}Poll a job returned by a generation tool. Includes durable steps, progress, failure/retry state and the resulting work revision with a Studio link. include_preview returns saved HUD/map/building concept images (at most 4). Set preview_view to return one chosen view. Concepts are generated illustrations, not verified 3D renders. Success does not mean visual approval or promotion.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| preview_view | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| include_preview | boolean |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"preview_view": {
"enum": [
"overview",
"top_down",
"entrance",
"objective",
"front_right",
"front_left",
"rear_right",
"rear_left"
],
"type": "string"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"include_preview": {
"type": "boolean"
}
}
}Retry a failed or cancelled job, reusing completed steps. An unconfirmed interrupted provider call may be executed again when explicitly retried.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Journey — while building: what the contract still misses, leaves unverified, fails or blocks. The genre defects come from gripforge_game_audit. Read the contract, requirements, implementation status, build-specific evidence, blockers and remediation. Without a contract returns the schema and a proposal. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Local optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local rights manifest must be selected in the browser; none are downloaded. render_preview starts an asynchronous request: read the command receipt, then query get_render_capabilities for actual completion, model, effective resolution, provenance, timings and limitations. Cancellation prevents stale publication. No images are uploaded. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| request_id* | string | A new id of your choosing for this request (letters, digits, - _ .): its receipt is read with gripforge_runtime_receipt. |
| session_id* | string | A live browser runtime session of the project, as listed by gripforge_runtime_sessions. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| expected_revision* | integer | The revision of the session as gripforge_runtime_sessions reports it: a request on another revision is refused. |
Body capsules (head/torso/limbs) plus weapons[] — one reach capsule per gf_prop_ wrapper on a loadout/armed bind. Pass id of a loadout GLB (or character_id / attach_id). 0 credits. Use weapons[] not the single weapon field for dual-wield.
| Argument | Type | Description |
|---|---|---|
| id | string | Library id of a loadout / bind / character (lib_…) |
| attach_id | string | Library armed bind id |
| character_id | string | Library character/enemy id |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"type": "string",
"description": "Library id of a loadout / bind / character (lib_…)"
},
"attach_id": {
"type": "string",
"description": "Library armed bind id"
},
"character_id": {
"type": "string",
"description": "Library character/enemy id"
}
}
}Required completion gate: action=workflow stays ready=false until a current runtime capture passes all artistic criteria. After screen_assets/assembly, submit screen_item (or design/project), renderer_version, capture_item, capture and the authorized review_budget; workflow schedules the reviewer automatically. Poll workflow; correct and recapture if changes_requested. No paid retry loop. Genre-independent workflow: pass design (from plan, edited) WITHOUT project to get/quote/concept/review_quote/review. get returns the normalized design hash; quote then concept returns reference_item. For review supply design, reference_item, renderer_version (fingerprint of actual presenter/build including styles/assets/dependencies), capture_item and capture. Forward exact quote.next and poll the generation job. This reviews an immutable snapshot; compare returned identity with current files before reusing the result. No installed kit or per-genre adapter is needed for concept/review. Project mode remains available: Artistic QA: get returns renderer_version and the latest review with current/approved flags. Upload a fresh viewport screenshot to the private Library, then review_quote with capture_item + capture context; submit its exact next payload with review, poll the generation job and read get again. Corrections, stale evidence, missing criteria or unavailable vision never count as approval. Review applies only to the submitted state; preview evidence cannot approve map contrast. v2: action=templates lists reusable compositions and independent themes; plan derives a per-game design from the project art direction and actual capabilities; get reads it; apply writes the same editable document to hud.tactical and ui.theme with expected_revision; quote then concept queues an optional paid visual board. Poll the returned generation job. Studio edits the same document. Live web adapters: FPS hud.tactical, or a shared document presenter for health/mana/XP bars, currencies, quest trackers, panels, text and images using explicit bindings. Other widgets and native document presenters require integration. Never flatten the UI into the concept image or invent gameplay widgets. Omit action for the legacy survivor export. Generate a ready-to-drop survivor HUD: hud.json (layout/anchors, no pixels), original GripForge cartoon PNGs (hearts full/half/empty, portrait frame, currency chips, empty hex slot), a Godot 4 .tscn (Control with named nodes Health/XP/Portrait/Currencies/Minimap), and Three.js / Unity / Unreal snippets. 1 credit per successful generate. CONSUMER RECIPE — (1) call gripforge_hud; (2) write the PNGs (download the asset URLs) + hud.json (+ hud.tscn) into the game repo, same folder; (3) Godot: instance the tscn, add_child, then get_node("Health").set_health(current, max) and set XP.value; (4) Unreal: the GripForgeHUD plugin must already be in the project (unreal_plugin_url) — point UGFHudWidget::CreateFromFolder at the folder and call BindHealth on your health component. DO NOT redraw the hearts. DO NOT open a UI editor. This hosted endpoint returns file CONTENTS + URLs; pass out_dir only with the npm MCP package, which writes the files for you.
Forge an ORIGINAL themed health-bar style: an image model draws the ornate empty frame (transparent background), the inner trough is located pixel-precisely, and a thematic gradient fill is composed to match — returns an aligned frame+fill PNG pair, same contract as the built-in gripforge_hud bar styles. Describe a THEME (e.g. "gothic demon-hunter, baroque metal, horn ornaments"), never a specific game — styles of a genre, not copies. 2 credits. RECIPE: download frame_url + fill_url next to your hud.json ; Godot: TextureProgressBar (texture_under=frame, texture_progress=fill, custom_minimum_size=size) ; Three/Unity: frame behind, fill cropped horizontally to the health percent. Generation has model variance — if the trough is not found, retry with a clearer theme.
| Argument | Type | Description |
|---|---|---|
| name | string | Slug for the saved Library items |
| theme* | string | Visual theme of the frame (genre, materials, ornaments) |
| colors | array | Fill gradient [light, mid, dark] hex — default blood red |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"theme"
],
"properties": {
"name": {
"type": "string",
"maxLength": 60,
"description": "Slug for the saved Library items"
},
"theme": {
"type": "string",
"maxLength": 300,
"minLength": 3,
"description": "Visual theme of the frame (genre, materials, ornaments)"
},
"colors": {
"type": "array",
"items": {
"type": "string",
"pattern": "^#[0-9a-fA-F]{6}$"
},
"maxItems": 3,
"minItems": 3,
"description": "Fill gradient [light, mid, dark] hex — default blood red"
}
}
}Not the survivor generator (that is gripforge_hud): this one READS an existing HUD. action=import {text, filename?, name?} → reads the HUD of the project and saves it as a HUD document of the workspace; Pass screenshot (a capture of the screen while the game runs) so My HUDs shows the real thing; action shot attaches one to a HUD imported earlier.returns the studio URL to open it. `text` is the engine file as-is: a Godot .tscn scene, a Unity .uxml (UI Toolkit) or a .unity / .prefab (RectTransforms), the Unreal UMG designer clipboard (select the widgets, Ctrl+C — .uasset files are binary), or a GripForge hud.json / hud.v2.json. Read the file yourself and pass its content; `filename` helps detect the format. Controls are recognised by name (health, mana, minimap, ammo, quest…) and type, placed on nine anchors; the report lists what was created and skipped. action=list → HUDs of the workspace. action=get {id} → one HUD document (hud_… id).
| Argument | Type | Description |
|---|---|---|
| id | string | get / shot: the HUD (hud_…); import: re-import into that existing HUD — its name, level, role and capture stay, its elements are replaced |
| name | string | import: name of the HUD in the studio |
| role | string | import: "screen" (a menu, a loading screen, the in-game HUD, a page) or "widget" (a component: a bar, a minimap, a button, a damage number); the studio lists a level's screens first and its widgets apart. Inferred from the footprint when omitted: a screen spans ≥ 45 % of the width or ≥ 60 % of the height |
| text | string | import: the engine file content |
| level | string | import: the level / map where this screen shows (MainMenu, Desert_Castle…) — the studio groups a project's screens by level; the Unreal bridge /hud/list gives it from the asset registry (widget ← blueprints ← map), otherwise trace which map references the screen |
Godot InputMap for an FPS: move_forward/back/left/right bound to WASD AND arrow keys, plus jump/crouch/fire/reload/buy. Write res://gripforge/input.json and autoload GfInput (snippet_godot). Player still uses Input.is_action_pressed("move_*"). Optional third_person=true adds portable character-facing JavaScript and a Three.js adapter: movement-facing, independent camera, aim/fire/build facing. Orientation only, not a physics controller. 0 credits.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. "fps" or "tactical bomb defusal" |
| third_person | boolean | Include character-facing JavaScript and Three.js usage (default false; existing input map unchanged). |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"fps\" or \"tactical bomb defusal\""
},
"third_person": {
"type": "boolean",
"description": "Include character-facing JavaScript and Three.js usage (default false; existing input map unchanged)."
}
}
}THE FEEDBACK LOOP: call this after every generate/attach/rig to SEE and VERIFY what you made, before building on top of it. Deterministic, free, repeatable. Returns (1) a structured report — kind guess, triangles/vertices, materials+textures, skeleton (bones, finger bones per hand, cape grid), animations, size in metres — and (2) QA checks with ok/warn/fail + why: plausible scale, poly budget, normals/UVs, rig skinned, strict T-pose arms, five-finger bones, feet on ground. Also returns a multi-angle render sheet (front/right/back/left by default) so you can look at the asset. Fix warns/fails (regenerate, rest_pose, retarget…) then inspect again.
| Argument | Type | Description |
|---|---|---|
| id* | string | Library id (lib_…) of a GLB |
| sheet | boolean | include the multi-angle PNG (default true) |
| angles | array | yaw angles in degrees (default [0,90,180,270]) |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"description": "Library id (lib_…) of a GLB"
},
"sheet": {
"type": "boolean",
"description": "include the multi-angle PNG (default true)"
},
"angles": {
"type": "array",
"items": {
"type": "number"
},
"maxItems": 6,
"description": "yaw angles in degrees (default [0,90,180,270])"
}
}
}Generate input.joystick source files and installation instructions: touch + mouse, independent dual sticks, radial deadzone, continuous holding and release/focus reset. Unreal runtime Pawn component, Godot CanvasLayer scene, Unity UI component, Three.js DOM controls + GripForge input.actions bridge. Feeds the existing movement controller rather than replacing physics, collision or networking. Returns files with relative path/content; the agent writes them into the target project and compiles/tests there. Does not install automatically, modify project settings or claim runtime validation. 0 credits.
| Argument | Type | Description |
|---|---|---|
| accent | string | Thumb color, six-digit hexadecimal RGB. |
| layout | string | One movement stick, or independent movement + camera sticks. |
| radius | number | Stick radius in CSS/UI logical pixels, before engine DPI scaling. |
| target* | string | Engine delivery. all returns each of the four source kits. |
| deadzone | number | Radial deadzone, continuously rescaled to a unit disc. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"target"
],
"properties": {
"accent": {
"type": "string",
"default": "#ff681f",
"pattern": "^#[\\da-f]{6}$",
"description": "Thumb color, six-digit hexadecimal RGB."
},
"layout": {
"enum": [
"move",
"dual"
],
"type": "string",
"default": "dual",
"description": "One movement stick, or independent movement + camera sticks."
},
"radius": {
"type": "number",
"default": 72,
"maximum": 160,
"minimum": 32,
"description": "Stick radius in CSS/UI logical pixels, before engine DPI scaling."
},
"target": {
"enum": [
"threejs",
"godot",
"unity",
"unreal",
"all"
],
"type": "string",
"description": "Engine delivery. all returns each of the four source kits."
},
"deadzone": {
"type": "number",
"default": 0.15,
"maximum": 0.5,
"minimum": 0,
"description": "Radial deadzone, continuously rescaled to a unit disc."
}
}
}A game kit IS an engine: its manifest carries asset slots AND GameRules — the genre as a document (movement, camera, world, objective, entities, pickups, ai, hud, audio). action=list → kits of the workspace. action=get {id} → manifest + rules (lib_… id). action=create {style?, name?, rules?, slots?} → new kit, rules default to the style then merge yours. action=patch {id, rules?, slots?, prompts?, name?} → partial update; rules merge section by section, a section set to null resets it. Slot refs inside rules must point at slot ids of the kit (unknown refs are dropped, the renderer falls back to procedural). Compose a NEW genre by writing rules: e.g. movement vehicle-boost + world arena-ring + objective knockout = sumo cars, no code.
| Argument | Type | Description |
|---|---|---|
| id | string | kit id (lib_…) — get/patch |
| name | string | |
| rules | any | GameRules document or partial patch |
| slots | array | slot assignments |
| style | string | create: preset style (e.g. arena-car, custom) |
| action* | string | what to do |
| prompts | object |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"action"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"description": "kit id (lib_…) — get/patch"
},
"name": {
"type": "string",
"maxLength": 160
},
"rules": {
"anyOf": [
{
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
{
"type": "null"
}
],
"description": "GameRules document or partial patch"
},
"slots": {
"type": "array",
"items": {
"type": "object",
"required": [
"id",
"itemId"
],
"properties": {
"id": {
"type": "string",
"maxLength": 40
},
"itemId": {
"anyOf": [
{
"type": "string",
"maxLength": 64
},
{
"type": "null"
}
]
}
}
},
"description": "slot assignments"
},
"style": {
"type": "string",
"maxLength": 64,
"description": "create: preset style (e.g. arena-car, custom)"
},
"action": {
"enum": [
"list",
"get",
"create",
"patch"
],
"type": "string",
"description": "what to do"
},
"prompts": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "string",
"maxLength": 4000
}
}
}
}Plan a playable level from a prompt (0 credits): rooms placed in metres (entrance, combat rooms, key/lock, boss room, treasure, secret), connections, critical path, shortcuts, and gameplay spawns (player/packs/boss/rewards). Same seed → same level. Pair with gripforge_scene_kit for dressing props.
| Argument | Type | Description |
|---|---|---|
| seed | number | |
| floors | number | |
| prompt* | string | e.g. "gothic castle dungeon, 3 combat rooms, one boss" |
| combat_rooms | number | |
| optional_branches | number |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"seed": {
"type": "number"
},
"floors": {
"type": "number"
},
"prompt": {
"type": "string",
"description": "e.g. \"gothic castle dungeon, 3 combat rooms, one boss\""
},
"combat_rooms": {
"type": "number"
},
"optional_branches": {
"type": "number"
}
}
}Get one Library item (metadata + signed file_url). A forged mesh shows its game-ready verdict first (meta.gameReady: ready, missing checks; meta.collider). VFX items also return studio_url to open the editable effect in GripForge, and workspace_id. Pull bytes into a repo with the npm package.
| Argument | Type | Description |
|---|---|---|
| id* | string | Library id (lib_…) |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"description": "Library id (lib_…)"
}
}
}List items in the GripForge Library locker (characters, enemies, weapons, props, textures, HUD, binds, vfx). Filter by kind and/or game style id (e.g. souls-like, open-world-adventure). Every item carries `rank` {score/100, grade A–D, reasons}: fitness for a GripForge game on the target platform. sort=rank lists the best fit first — use it to choose between candidates. Same origin as Studio — not a marketplace.
| Argument | Type | Description |
|---|---|---|
| q | string | Search name/filename/description/tags |
| kind | string | Filter by kind |
| sort | string | newest (default) or rank: best fit for a GripForge game first |
| style | string | Game look id or alias (e.g. souls-like, open-world-adventure) |
| target | string | Platform for the rank budgets (triangles, file size). Defaults to mobile. |
| subtype | string | Subtype within the selected kind, e.g. quadruped under creatures. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"q": {
"type": "string",
"description": "Search name/filename/description/tags"
},
"kind": {
"enum": [
"character",
"fps-arms",
"enemy",
"creatures",
"weapon",
"equipment",
"prop",
"texture",
"skybox",
"loading",
"hud",
"button",
"bind",
"vfx",
"animation",
"audio"
],
"type": "string",
"description": "Filter by kind"
},
"sort": {
"enum": [
"newest",
"rank"
],
"type": "string",
"description": "newest (default) or rank: best fit for a GripForge game first"
},
"style": {
"type": "string",
"description": "Game look id or alias (e.g. souls-like, open-world-adventure)"
},
"target": {
"enum": [
"mobile",
"desktop"
],
"type": "string",
"description": "Platform for the rank budgets (triangles, file size). Defaults to mobile."
},
"subtype": {
"type": "string",
"description": "Subtype within the selected kind, e.g. quadruped under creatures."
}
}
}Derive a lighter version of a static model (prop, weapon, equipment, vehicle) for a target: decimated to `triangles`, textures bounded to `texture` px, saved as a NEW Library item linked to its master (meta.lod_of). The master is never changed — generate high once, derive mobile/desktop versions. Wheel pivots and nodes are kept. 0 credits.
| Argument | Type | Description |
|---|---|---|
| id* | string | Library id of the master model (lib_…) |
| name | string | |
| error | number | Largest decimation error relative to the model size (default 0.005); far levels of detail use 0.02–0.08 to reach low counts |
| texture | any | Max texture size in px (default 2048) |
| triangles* | integer | Target triangles, e.g. 12000 for a mobile car, 40000 desktop |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"triangles"
],
"properties": {
"id": {
"type": "string",
"description": "Library id of the master model (lib_…)"
},
"name": {
"type": "string",
"maxLength": 160
},
"error": {
"type": "number",
"maximum": 0.2,
"minimum": 0.001,
"description": "Largest decimation error relative to the model size (default 0.005); far levels of detail use 0.02–0.08 to reach low counts"
},
"texture": {
"anyOf": [
{
"type": "number",
"const": 512
},
{
"type": "number",
"const": 1024
},
{
"type": "number",
"const": 2048
},
{
"type": "number",
"const": 4096
}
],
"description": "Max texture size in px (default 2048)"
},
"triangles": {
"type": "integer",
"maximum": 200000,
"minimum": 500,
"description": "Target triangles, e.g. 12000 for a mobile car, 40000 desktop"
}
}
}Return a signed same-origin file URL for a Library item you own (free). This hosted endpoint cannot write into your agent's working tree — use npx @gripforgeai/mcp gripforge_library_pull for that (that is the sync). Community assets are free to clone into your locker unless their creator sets a price in credits.
| Argument | Type | Description |
|---|---|---|
| id* | string | Library id (lib_…) |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"description": "Library id (lib_…)"
}
}
}Upload a file into the Library locker from a URL (or small base64). Local paths need the npm MCP package.
| Argument | Type | Description |
|---|---|---|
| kind* | string | Locker kind |
| name* | string | Display name |
| base64 | string | Raw file as base64 (small files only) |
| file_url | string | https URL of the file to store |
| filename | string | Original filename |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"kind",
"name"
],
"properties": {
"kind": {
"enum": [
"character",
"fps-arms",
"enemy",
"creatures",
"weapon",
"equipment",
"prop",
"texture",
"skybox",
"loading",
"hud",
"button",
"bind",
"vfx",
"animation",
"audio"
],
"type": "string",
"description": "Locker kind"
},
"name": {
"type": "string",
"description": "Display name"
},
"base64": {
"type": "string",
"description": "Raw file as base64 (small files only)"
},
"file_url": {
"type": "string",
"description": "https URL of the file to store"
},
"filename": {
"type": "string",
"description": "Original filename"
}
}
}Add a game look (e.g. souls-like, open-world-adventure) to tags so gripforge_style_kit can find the item. Does NOT overwrite grip style melee/gun/shield/staff — that stays on meta.style.
| Argument | Type | Description |
|---|---|---|
| id* | string | Library id (lib_…) |
| kind | string | Reclassify the main type, for example creatures. The server validates compatibility with the file. |
| tags | array | Replace tags (canonicalized). Omit to keep existing and just add style. |
| style | string | Game look id or alias (e.g. souls-like, open-world-adventure) |
| subtypes | array | |
| also_kinds | array |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"description": "Library id (lib_…)"
},
"kind": {
"type": "string",
"maxLength": 60,
"description": "Reclassify the main type, for example creatures. The server validates compatibility with the file."
},
"tags": {
"type": "array",
"items": {
"type": "string"
},
"description": "Replace tags (canonicalized). Omit to keep existing and just add style."
},
"style": {
"type": "string",
"description": "Game look id or alias (e.g. souls-like, open-world-adventure)"
},
"subtypes": {
"type": "array",
"items": {
"type": "string",
"maxLength": 60
},
"maxItems": 24
},
"also_kinds": {
"type": "array",
"items": {
"type": "string",
"maxLength": 60
},
"maxItems": 24
}
}
}Moon / sun / candle point lights + fog + environment intensity for a game look, plus a Three.js snippet. 0 credits. Does not generate meshes. Pair with scene_kit placements (candle tags match candelabra xyz).
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. "stylish gothic action" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"stylish gothic action\""
}
}
}Loading overlay for a game look. Returns html/css/js (Three/web) plus engines.three | godot | unity | unreal. With project_id, action quote → accept → get → apply generates reviewed artwork via a persistent job and binds it to the game; creation_id and quote_token resume it. Title is text — do not rasterize. Overlay alone is 0 credits. Pass character_id (lib_… character/enemy/bind) to generate a cinematic 16:9 background still of that character (1 credit). No letters in the still.
| Argument | Type | Description |
|---|---|---|
| action | string | |
| prompt* | string | e.g. "stylish gothic action" |
| project_id | string | |
| creation_id | string | |
| quote_token | string | |
| character_id | string | Library character / enemy / loadout bind id — generates background still (1 credit) |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"action": {
"enum": [
"quote",
"accept",
"get",
"apply"
],
"type": "string"
},
"prompt": {
"type": "string",
"maxLength": 2000,
"minLength": 2,
"description": "e.g. \"stylish gothic action\""
},
"project_id": {
"type": "string"
},
"creation_id": {
"type": "string"
},
"quote_token": {
"type": "string"
},
"character_id": {
"type": "string",
"description": "Library character / enemy / loadout bind id — generates background still (1 credit)"
}
}
}Build a multi-weapon character in ONE call: attaches every prop of every set onto the same rig, names each prop node gf_prop_<slug>_<l|r>, stamps glTF extras { gripforge: { prop, set, hand } } and a scene manifest { default, sets }, then retargets the standard clip pack (animate: false to skip). The engine switches weapons by toggling node visibility — the returned Three.js snippet does it. Example sets: { "sword": [{"prop_id":"lib_sword"}], "guns": [{"prop_id":"lib_gun","hand":"left","style":"gun"}, {"prop_id":"lib_gun","hand":"right","style":"gun"}] }. Credits: one attach per prop.
| Argument | Type | Description |
|---|---|---|
| name | string | |
| sets* | object | set name → props held in that set |
| animate | boolean | Also retarget the standard clip pack (default true) |
| default | string | Set visible by default (first set otherwise) |
| archetype | string | Movement/strike archetype — remaps the base slots (default sword) |
| character_id* | string | Library character id (lib_…) |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"character_id",
"sets"
],
"properties": {
"name": {
"type": "string"
},
"sets": {
"type": "object",
"description": "set name → props held in that set",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "array",
"items": {
"type": "object",
"required": [
"prop_id"
],
"properties": {
"hand": {
"enum": [
"left",
"right"
],
"type": "string"
},
"style": {
"enum": [
"melee",
"gun",
"shield",
"staff"
],
"type": "string"
},
"prop_id": {
"type": "string"
},
"prop_grip": {
"type": "object",
"required": [
"position",
"axis",
"normal"
],
"properties": {
"axis": {
"type": "array",
"description": "Handle direction / shield top (+Y of the grip frame)",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"normal": {
"type": "array",
"description": "Blade flat / outward shield face (+Z of the grip frame)",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"position": {
"type": "array",
"description": "Grip point in the prop scene local coordinates",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
}
},
"description": "Exact prop grip frame; overrides geometric guesses. A gf_grip locator can supply the same frame."
},
"height_ratio": {
"type": "number",
"maximum": 1.5,
"minimum": 0.05
}
}
}
}
},
"animate": {
"type": "boolean",
"description": "Also retarget the standard clip pack (default true)"
},
"default": {
"type": "string",
"description": "Set visible by default (first set otherwise)"
},
"archetype": {
"enum": [
"sword",
"claws",
"heavy",
"brawler",
"puppet"
],
"type": "string",
"description": "Movement/strike archetype — remaps the base slots (default sword)"
},
"character_id": {
"type": "string",
"description": "Library character id (lib_…)"
}
}
}Turn an image into a seamless (tileable) texture: 50% wrap offset, then the seams are cross-faded in a narrow band — the pattern is PRESERVED, nothing is generated or invented. Pass image_url (https) or texture_id (Library id, lib_…). Optional size forces a power of two (512/1024/2048), resampled before the seam fix. The result is saved in your Library as a texture and its download URL is returned. No credit consumed.
| Argument | Type | Description |
|---|---|---|
| band | number | Blend band as a fraction of the side (default 0.08) |
| name | string | Name for the Library item (default <source>_seamless) |
| size | number | Force a power-of-two side: 512, 1024, 2048… |
| image_url | string | https URL of the image (PNG/JPG) |
| texture_id | string | Library id of a texture (lib_…) |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"band": {
"type": "number",
"maximum": 0.25,
"minimum": 0.02,
"description": "Blend band as a fraction of the side (default 0.08)"
},
"name": {
"type": "string",
"description": "Name for the Library item (default <source>_seamless)"
},
"size": {
"type": "number",
"description": "Force a power-of-two side: 512, 1024, 2048…"
},
"image_url": {
"type": "string",
"description": "https URL of the image (PNG/JPG)"
},
"texture_id": {
"type": "string",
"description": "Library id of a texture (lib_…)"
}
}
}gpt-image-2 draws a top-down plan schematic (solid white walls on pure black) + a 3/4 aerial greybox concept render, auto-traces the plan into MapPlan wall boxes and saves both images to the Library. Reuse the traced plan with gripforge_map_plan { item } or https://gripforge.ai/map-plan?item=lib_…&greybox=1. Use when the layout should come from an image instead of the code presets. ~2 images of generation cost.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. "moroccan desert village bomb map, tight alleys, two plazas" |
| extent_m | number | Playfield size in metres (default 110) |
| threshold | number | Wall luminance threshold (default 110) |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 400,
"minLength": 3,
"description": "e.g. \"moroccan desert village bomb map, tight alleys, two plazas\""
},
"extent_m": {
"type": "number",
"maximum": 300,
"minimum": 40,
"description": "Playfield size in metres (default 110)"
},
"threshold": {
"type": "number",
"maximum": 240,
"minimum": 30,
"description": "Wall luminance threshold (default 110)"
}
}
}Queue a persistent map job. stage=concept creates a private master overview plus optional views and stops. views: overview,top_down,entrance,objective. All additional views are conditioned on the SAME pinned master; they are illustrations, not exact 3D renders. reference is an environment screenshot for a NEW layout. To add views to an existing concept, pass source_concept instead; the master is kept unchanged and is free. One credit per new image (full new 4-view set = 4); default is overview only. Poll generation_read with include_preview=true to see the views. After the user selects the concept, submit stage=build with the returned concept and a new idempotency key. Build costs 1 credit and is the default for existing callers; legacy concept_item accepts a Library image ID, while concept pins its exact version. wizard: look stylized|painted|toon|anime|realistic|lowpoly|pixel (rendering, separate from style; omit for the theme default); style realistic|stylized|lowpoly|handpainted (legacy wording); world open_world|closed_arena|dungeon|linear|battle_map; terrain auto|plains|desert_canyon|forest|snow|island|volcanic; size small|medium|large; boundary fixed|infinite (open edge, finite terrain); spawn single|teams; teams 2|4; boss,safeZone,extraction booleans. sources selects catalog/workspace/community props. Build uses the common Scene Engine with independent terrain, regions, paths, zones and asset instances. Cancel/retry keeps successful images and billing. No automatic visual validation, promotion or Unreal import.
| Argument | Type | Description |
|---|---|---|
| seed | integer | |
| stage | string | |
| views | array | Unique requested views, stage=concept only. The master overview is always included; omitting views keeps overview only. |
| prompt* |
Queue a one-time materialization of an owned legacy terrain map into the shared Scene Engine. Preserve the saved spec, seed, resolution, family replacements, placed assets and removed props. Completed jobs return a canonical Studio link; source edits during migration cause a conflict rather than data loss.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Queue a persistent import of schema gripforge.unreal-studio-import.v1. Upload files via local gripforge_map_unreal_upload_local or POST /api/v1/maps/import/unreal/assets first. document is a common SceneDocument with workspace-owned immutable assets, separate props, static foliage patches and editable terrain. source={engine:unreal,level:/Game/...,sha256,warnings:[]}. Returns job_id; poll generation_read for studio_url. Always a NEW private work scene; no overwrite, automatic validation or Community publication. 0 credits; storage quota applies.
| Argument | Type | Description |
|---|---|---|
| schema* | string | |
| source* | object | |
| document* | object | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"schema",
"document",
"source"
],
"properties": {
"schema": {
"type": "string",
"const": "gripforge.unreal-studio-import.v1"
},
"source": {
"type": "object",
"required": [
"engine",
"level",
"sha256",
"warnings"
],
"properties": {
"level": {
"type": "string",
"pattern": "^\\/Game(?:\\/[\\w-]+)+$"
},
"engine": {
"type": "string",
"const": "unreal"
},
"sha256": {
"type": "string",
"pattern": "^[a-f0-9]{64}$"
},
"warnings": {
"type": "array",
"items": {
"type": "string",
"maxLength": 2000
},
"maxItems": 100
}
}
},
"document": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}Read the native export → binary upload → persistent map import workflow, limits and explicit conversion caveats. Native extraction requires the local MCP and an installed Unreal editor. Hosted MCP/API consume the resulting portable SceneDocument; they cannot read your local .umap/.uasset files.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Reproduce a reference still of the built-in reference map WITHOUT copying pixels. Returns camera (pos/target/fov) + volume/prop/wire ids for that shot. shot=shot21a (A site), shot1a (spawn yard), shot5a (catwalk). Official URL is a LINK only — never rehost, never Meshy image-to-3d. Pair with gripforge_map_plan + map_props + map_wires. 0 credits.
| Argument | Type | Description |
|---|---|---|
| shot | string | shot21a | a-site | shot1a | catwalk | URL fragment |
| prompt* | string | e.g. "bomb defusal" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"shot": {
"type": "string",
"maxLength": 80,
"minLength": 2,
"description": "shot21a | a-site | shot1a | catwalk | URL fragment"
},
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"bomb defusal\""
}
}
}For original competitive 5v5 maps use target=tactical: deterministic modular greybox, real controller/bot paths, standing/crouched sightlines, timings and diagnostic links. Optional art_profile applies reusable PBR harbor facades without changing gameplay collision. Human playtests required. Legacy FPS/bomb map in metres. Interprets the overhead as a 3D compound: hollow rooms, corniche/catwalk, A plat + pit, arches/windows, vaulted tunnels, T/CT, sidewalks. Preview: https://gripforge.ai/map-plan?prompt=bomb%20defusal. Pair gripforge_map_props (crates/cars) + gripforge_map_wires (cables). 0 credits. Not a dungeon — use gripforge_level.
| Argument | Type | Description |
|---|---|---|
| item | string | lib_… traced plan from gripforge_map_concept (overrides the preset) |
| seed | integer | |
| prompt* | string | e.g. "Original industrial harbor, 5v5, two objective sites and contested Mid" |
| target | string | tactical: original fixed 5v5 greybox + controller route, collision and sightline reports; not certified balance |
| variant | string | |
| windows | string | Boundary windows: volets entrouverts (default), grilles bois, ou aucune |
| art_profile |
Dressing for an FPS map in metres: crates (A default, B big box, cover boxes), doors (mid, long, B), palms at a spawn, barrels, cars. Matches locker props when tagged. Empty slot → generate that prop. Pair with gripforge_map_plan. 0 credits. Preview https://gripforge.ai/map-plan?prompt=bomb%20defusal
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. "tactical bomb defusal" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"tactical bomb defusal\""
}
}
}Reconstruct an FPS map: collect official stills (HTTPS LINKS, classified by folder) → MapGraph (callouts/chokes) → footprint greybox (no props) → zone parts → camera match → dress. prompt e.g. "Reconstruct map: desert bomb-defusal map with two sites". stage=collect|graph|greybox|zone|validate|capture|dress|all. zone=LONG_A|A_SITE|…. stage=dress keeps greybox volumes and adds original tileable materials + map_props + map_wires (never the owner's pixels). Preview /map-plan?prompt=bomb%20defusal. A known map stays its owner's IP — internal greybox benchmark, not a commercial clone. Never Meshy a screenshot, never ingest BSP/VPK. 0 credits. Greybox preview https://gripforge.ai/map-plan?prompt=bomb%20defusal&greybox=1
| Argument | Type | Description |
|---|---|---|
| zone | string | LONG_A | A_SITE | CATWALK | T_SPAWN | … |
| stage | string | collect | graph | greybox | zone | validate | capture | dress | all (default all) |
| prompt* | string | e.g. "Reconstruct map: desert bomb-defusal map with two sites" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"zone": {
"type": "string",
"maxLength": 40,
"minLength": 2,
"description": "LONG_A | A_SITE | CATWALK | T_SPAWN | …"
},
"stage": {
"enum": [
"collect",
"graph",
"greybox",
"zone",
"validate",
"capture",
"dress",
"all"
],
"type": "string",
"description": "collect | graph | greybox | zone | validate | capture | dress | all (default all)"
},
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"Reconstruct map: desert bomb-defusal map with two sites\""
}
}
}Look up reference stills of a known map the user names (A, B, mid, catwalk, tunnels, spawn). Returns HTTPS URLs of their owner. Reference only — do not rehost, do not send to Meshy image-to-3d. Read materials then generate ORIGINAL locker props. live=true HEAD-checks links. 0 credits. Preview https://gripforge.ai/map-plan?prompt=bomb%20defusal
| Argument | Type | Description |
|---|---|---|
| live | boolean | HEAD-check URLs (default false) |
| prompt* | string | e.g. "bomb defusal" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"live": {
"type": "boolean",
"description": "HEAD-check URLs (default false)"
},
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"bomb defusal\""
}
}
}Read the concept-first map workflow, immutable image reference format, costs and an example. Concepts, map work scenes and external engine delivery are separate steps.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Sagging electrical cables for an FPS map: spans with two anchors (metres) + sag + strands. Not a generated mesh — GfMap tessellates cylinders (role=wire). Typical spans: spawn yard, catwalk, mid, A site. Pair with gripforge_map_plan. 0 credits. Preview https://gripforge.ai/map-plan?prompt=bomb%20defusal
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. "tactical bomb defusal" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"tactical bomb defusal\""
}
}
}Records match.started. Does not spawn a new process. Mutating.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| map | string | |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"map": {
"type": "string",
"maxLength": 120
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Read one match record.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| match_id* | string | Match id (mtc_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"match_id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"match_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Match id (mtc_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Party size, teams, maps, ranked flag, join-by-IP. Write res://gripforge/match.json and autoload GfMatch on top of GfNet. GripForge does not host a matchmaking queue. 0 credits.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. tactical 5v5, deathmatch, ranked 5v5 |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. tactical 5v5, deathmatch, ranked 5v5"
}
}
}Matches recorded for a server (SDK or API).
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Marks the match ended. Mutating.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| match_id* | string | Match id (mtc_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"match_id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"match_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Match id (mtc_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Main menu (host/join/quit), lobby listing connected peers where only the host starts, in-game HUD reading replicated state. Pairs with gripforge_net_kit. 0 credits.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. tactical, minimal |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. tactical, minimal"
}
}
}The map of a moba project as a gameplay plan: bounds, team bases and spawns, 1 to 5 lanes (the minions' paths), structure slots (towers, inhibitors, nexus), jungle zones and camp slots, objective zones, the divider (river: walkable; chasm, lava, void: crossed only at bridges), crossings, bush zones, walls, camera limits and symmetry. action "generate" builds a fair map (mirrored through the centre) from lanes, divider, size, team_size, camps_per_jungle, objectives, bushes, walls and returns it with a playability report; apply: true puts it in the project (moba_maps, the match's map and team size, the camera turn). action "validate" checks a map you pass, or the project's: every lane open end to end, spawns, structures and camps reachable, nothing out of bounds, the declared symmetry respected. action "set" stores an edited map document (refused while it has errors, unless force). action "get" returns the current map and its report. New maps default to style {theme: "sanctum", detail: "high", seed: 11, relief: "landscape"}. action "dress" previews a reusable procedural finish for the current map: jungle plateaus, river banks and paved fords, terraced bases, walkable staircases, carved structures, clustered forests, stone guardians and lilies; apply: true saves only the map document, keeping its lane layout and camera configuration; relief updates the shared terrain mesh, ground queries and stair collisions; landscape is the default, terraced keeps base terraces only, flat keeps a level arena. Themes: sanctum, wildwood, ashen; detail: low, medium, high; seed makes the finish repeatable. Bound Library models and textures take precedence. The scenery kit dresses walls and bushes with the bound models. 0 credits.
| Argument | Type | Description |
|---|---|---|
| id | string | generate: id of the new map (lowercase, digits, _). |
| map | object | validate / set: a full map document. |
| name | string | generate: display name of the map. |
Journey — a MOBA needs distinct heroes; then gripforge_game_audit for the minions, towers, jungle monsters and the rest of a finished MOBA. Turn champions into the playable roster of a moba project (preset "moba"). Pass the Library ids of 1 to 10 champions that carry an ability pack (the items made by gripforge_abilities_generate: rigged model + basic_attack and ability_q…r clips). Writes the moba_heroes and abilities collections (ids <hero>__ability_q), binds each champion to moba_hero_<n> and the player's champion (player, else the first) to player_character. Bots play the other champions. Returns the heroes with their attack and Q/W/E/R. Then gripforge_game_play_url to play. 0 credits.
| Argument | Type | Description |
|---|---|---|
| heroes* | array | Library ids (lib_…) of champions with an ability pack, in roster order. |
| player | string | The champion the player controls (one of heroes); default the first. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"heroes"
],
"properties": {
"heroes": {
"type": "array",
"items": {
"type": "string"
},
"maxItems": 10,
"minItems": 1,
"description": "Library ids (lib_…) of champions with an ability pack, in roster order."
},
"player": {
"type": "string",
"description": "The champion the player controls (one of heroes); default the first."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Custom animations generated from text with NVIDIA Kimodo on GripForge's GPU, retargeted onto a rigged Library character (or the UAL mannequin): spell casts, signature attacks, emotes, anything the standard clip pack (gripforge_animate) lacks. Kit mode turns a MOBA hero concept's basic attack and Q/W/E/R into clips in one call. Call stage=plan first (free) and show the prompts and price (1 credit per clip); stage=build queues a durable job — poll gripforge_generation_read with job_id (a cold GPU takes a few minutes). The result is a kind=animation Library item, one clip per prompt.
| Argument | Type | Description |
|---|---|---|
| name | string | |
| stage | string | plan (default, free): the clips that would be made and their price. build: queue the GPU job. |
| prompts | array | Free clips, 1 to 12. Give either prompts or hero_concept_id. |
| character_id | string | Rigged Library character or enemy to retarget onto. Default: the UAL mannequin (any humanoid can reuse the clips later). |
| workspace_id | string | |
| hero_concept_id | string | Kit mode: a hero concept with an ability kit (gripforge_game_concepts with hero_kits). Its basic attack and Q/W/E/R casts become one clip each, from the kit's "animation" lines. |
| idempotency_key | string |
Walkable XZ AABB + circular holes (pillars) for a scene_kit room. JSON the engine clamps against — not a baked .navmesh. 0 credits.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. "stylish gothic action" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"stylish gothic action\""
}
}
}GfNet autoload host/join/spawn with server-side hit validation, gf_round.gd for the round + bomb, MultiplayerSpawner/Synchronizer wiring. 0 credits.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. tactical 5v5, deathmatch, fps |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. tactical 5v5, deathmatch, fps"
}
}
}Analyze a supplied game performance report, or read the latest instrumented kit capture in your authenticated workspace. Separates frame pacing, measured CPU/GPU work, render counters and stale network snapshots; returns evidence, recommendations and explicit measurement limits. Captures expire after 10 minutes or server restart. Explicit reports are not stored. Does not edit, deploy or automatically fix a game. 0 credits.
| Argument | Type | Description |
|---|---|---|
| kit_id | string | Optional kit/library id to select a recent capture; omitted selects latest in your workspace. |
| report | object | Optional measured report with 1–120 sample windows. Omit to read a recent workspace capture. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"kit_id": {
"type": "string",
"pattern": "^[A-Za-z0-9_.:-]+$",
"maxLength": 128,
"minLength": 1,
"description": "Optional kit/library id to select a recent capture; omitted selects latest in your workspace."
},
"report": {
"type": "object",
"required": [
"samples"
],
"properties": {
"game": {
"type": "string",
"maxLength": 80
},
"samples": {
"type": "array",
"items": {
"type": "object",
"properties": {
"fps": {
"type": "number",
"maximum": 1000,
"minimum": 0
},
"cpuMs": {
"type": "number",
"maximum": 60000,
"minimum": 0
},
"gpuMs": {
"anyOf": [
{
"type": "number",
"maximum": 60000,
"minimum": 0
},
{
"type": "null"
}
]
},
"level": {
"type": "integer",
"maximum": 10,
"minimum": 0
},
"p95Ms": {
"type": "number",
"maximum": 60000,
"minimum": 0
},
"frameMs": {
"type": "number",
"maximum": 60000,
"minimum": 0
},
"quality": {
"enum": [
"auto",
"high",
"performance"
],
"type": "string"
},
"submitMs": {
"type": "number",
"maximum": 60000,
"minimum": 0
},
"drawCalls": {
"type": "integer",
"maximum": 1000000,
"minimum": 0
},
"networkMs": {
"anyOf": [
{
"type": "number",
"maximum": 60000,
"minimum": 0
},
{
"type": "null"
}
]
},
"triangles": {
"type": "integer",
"maximum": 1000000000,
"minimum": 0
},
"pixelRatio": {
"type": "number",
"maximum": 8,
"minimum": 0.01
},
"snapshotAgeMs": {
"type": "number",
"maximum": 60000,
"minimum": 0
}
}
},
"maxItems": 120,
"minItems": 1
},
"version": {
"type": "string",
"maxLength": 80
},
"viewport": {
"type": "object",
"required": [
"width",
"height"
],
"properties": {
"width": {
"type": "integer",
"maximum": 32768,
"minimum": 1
},
"height": {
"type": "integer",
"maximum": 32768,
"minimum": 1
}
}
}
},
"description": "Optional measured report with 1–120 sample windows. Omit to read a recent workspace capture."
}
}
}HIGH IMPACT. Requires the Unity SDK. Currently returns 501. Owner only.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| player_id* | string | Player session id (ses_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"player_id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"player_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Player session id (ses_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Read one player session on a server.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| player_id* | string | Player session id (ses_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"player_id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"player_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Player session id (ses_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Requires the Unity SDK. Currently returns 501. Mutating.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| player_id* | string | Player session id (ses_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"player_id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"player_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Player session id (ses_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Sessions reported by the Unity SDK. Empty until the SDK calls player.joined.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Durable Blender preparation of an owned static segmented GLB. Map each Door_FL/FR/RL/RR or Wheel_FL/FR/RL/RR to exact mesh node names from the segmentation report. Keeps geometry placement, UVs and PBR; normalizes +Z forward/metres using yaw and length; adds hinge origins, seat/entry sockets and portable GLB open/close/preview clips. Optional hinge coordinates are in normalized vehicle metres. thickness adds an inward door shell, not a full cabin. Optional cuts provide strictly convex door outlines [forwardZ,heightY] and depth [near,far] measured from the centre on that side, in normalized metres. cuts[].meshes restricts each cut to exact exterior/glazing meshes so seats and dashboard cannot be cut. removeMeshes discards explicitly named obsolete trim in the work copy only. Optional clearanceDepthM clears scoped inner walls behind the door skin; trim adds measured body frames, seals and moulded cards below cardTopY. framePoints follows outline in normalized [x,y,z]. Optional trim.fitToSurface projects frames, seals and the inner card onto only the explicitly selected opaque door skin, preserving the supplied outline. attachments adds scoped [min,max] [x,y,z] volumes for mirrors extending beyond the door profile. Blender cuts those explicit profiles while interpolating UVs. Does not infer outlines or guarantee clearance. Returns job_id, new private work GLB, Blender source and animated Studio review link. 0 credits; storage applies. Inspect before replacement.
| Argument | Type | Description |
|---|---|---|
| yaw | number | |
| cuts | array | |
| parts | object | |
| hinges | object | |
| length | number |
Read a dedicated-server project (gpj_…) in the authenticated workspace. Not a Library asset.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game project id (gpj_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game project id (gpj_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}ADMIN ONLY. Create an editable 3D projectile: ignition, elemental volume, world-space trail, embers, contact flash, oriented ring and soot. 20 named variants: darts, short bolts, orbs, wisps, carrot rocket, spinning disc, spears, comets, coils and lightning. config.variant selects the geometry, trail and impact; style/color optionally override its palette. Omit variant to retain the original elemental recipe. To save several catalogue entries, pass variants=[IDs] without config/name: one persistent job renders/reviews each item sequentially, preserves completed items on retry and returns result.items. Publication remains explicit. Uses the shared trail and Scene Engine modules. save=true (default) queues persistent rendering/review/workspace save; poll gripforge_generation_read for Library ID and Studio link. save=false returns an unsaved recipe. Bind the resulting VFX to combat.projectiles/projectile_vfx using the Game Kit tools; gameplay speed/gravity/damage stay in the module. Web/Three.js only in v1. Does not install a kit or modify a game automatically. Recipe compilation needs no AI; saved previews use the existing review pipeline. No automatic visual validation.
| Argument | Type | Description |
|---|---|---|
| name | string | |
| save | boolean | |
| config | object | |
| variants | array | |
| workspace_id | string | |
| idempotency_key | string |
Read render.realism systems, modes, bounds and immutable-source workflow for an accessible scene.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Server-side software preview (PNG) of a Library GLB so the agent can see pose/attach without a browser. Not a path-traced studio shot.
| Argument | Type | Description |
|---|---|---|
| id* | string | Library id (lib_…) |
| width | number | |
| height | number |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"description": "Library id (lib_…)"
},
"width": {
"type": "number"
},
"height": {
"type": "number"
}
}
}Local optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local rights manifest must be selected in the browser; none are downloaded. render_preview starts an asynchronous request: read the command receipt, then query get_render_capabilities for actual completion, model, effective resolution, provenance, timings and limitations. Cancellation prevents stale publication. No images are uploaded. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| request_id* | string | A new id of your choosing for this request (letters, digits, - _ .): its receipt is read with gripforge_runtime_receipt. |
| session_id* | string | A live browser runtime session of the project, as listed by gripforge_runtime_sessions. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| expected_revision* | integer | The revision of the session as gripforge_runtime_sessions reports it: a request on another revision is refused. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"session_id",
"request_id",
"expected_revision"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"request_id": {
"type": "string",
"pattern": "^[-\\w.]{1,96}$",
"description": "A new id of your choosing for this request (letters, digits, - _ .): its receipt is read with gripforge_runtime_receipt."
},
"session_id": {
"type": "string",
"maxLength": 96,
"description": "A live browser runtime session of the project, as listed by gripforge_runtime_sessions."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0,
"description": "The revision of the session as gripforge_runtime_sessions reports it: a request on another revision is refused."
}
}
}Resolve the saved contract, transitive capabilities and rules into an inspectable requirement graph. Does not run tests. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Lower the character's arms from T-pose until they would clip THIS mesh (cape/chest/hips), then save an arms-down rest GLB (clip "idle"). Armed binds keep attached weapons in the hands. 0 credits. Attach first, then rest_pose on the bind id.
| Argument | Type | Description |
|---|---|---|
| name | string | |
| character_id* | string | Library character, enemy, or armed bind |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"character_id"
],
"properties": {
"name": {
"type": "string"
},
"character_id": {
"type": "string",
"description": "Library character, enemy, or armed bind"
}
}
}Convert animation clips from skeleton A (source_id GLB) onto skeleton B (target_id). Bone-name heuristic (Mixamo / UAL / Tripo). Saves kind=animation.
| Argument | Type | Description |
|---|---|---|
| clip | string | Clip name on the source (default: first clip) |
| name | string | |
| source_id* | string | Library GLB that already has clips |
| target_id* | string | Library character/enemy to drive |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"source_id",
"target_id"
],
"properties": {
"clip": {
"type": "string",
"description": "Clip name on the source (default: first clip)"
},
"name": {
"type": "string"
},
"source_id": {
"type": "string",
"description": "Library GLB that already has clips"
},
"target_id": {
"type": "string",
"description": "Library character/enemy to drive"
}
}
}Queue a versioned GripForge runtime command for the exact browser session. Use inspect, apply_patch, set_relief (off/pom/spom on configured relief surfaces), step (paused only), run_test, play, pause, reset, load_game, unload_game or get_stats. Returns received; fetch the applied receipt with gripforge_runtime_receipt. Preview changes do not persist the project. Unknown kits/components and invalid fields are refused by the Rust core. 0 credits.
| Argument | Type | Description |
|---|---|---|
| command* | object | The versioned runtime command: { protocol_version: 1, request_id, session_id (from gripforge_runtime_sessions), expected_revision, operation (inspect, apply_patch, set_relief, step, run_test, play, pause, reset, load_game, unload_game, get_stats), payload }. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"command"
],
"properties": {
"command": {
"type": "object",
"description": "The versioned runtime command: { protocol_version: 1, request_id, session_id (from gripforge_runtime_sessions), expected_revision, operation (inspect, apply_patch, set_relief, step, run_test, play, pause, reset, load_game, unload_game, get_stats), payload }.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Read received/applied/rejected status for a Rust preview request, including simulation boundary and revisions. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| request_id* | string | The request_id of the command sent with gripforge_runtime_command. |
| session_id* | string | A live browser runtime session of the project, as listed by gripforge_runtime_sessions. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"session_id",
"request_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"request_id": {
"type": "string",
"maxLength": 96,
"description": "The request_id of the command sent with gripforge_runtime_command."
},
"session_id": {
"type": "string",
"maxLength": 96,
"description": "A live browser runtime session of the project, as listed by gripforge_runtime_sessions."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}List live Rust/Bevy previews for an authorized Game Kit project. Open the project Rust player in GripForge first. No server-side solo simulation. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Archive the owned Library resource bytes and metadata for use in scenes. Returns assetId/revisionId, capabilities, material/animation names and sockets. Repeating for identical content reuses the archive; it consumes workspace storage only once. Prefers the validated version for insertion; choose version=work to test the draft. Does not approve the asset visually.
| Argument | Type | Description |
|---|---|---|
| assetId* | string | |
| version | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"assetId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"version": {
"enum": [
"current",
"work"
],
"type": "string",
"default": "current"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Promote only when the exact work revision has a matching trusted review for the current renderer. Existing scene instances keep their pinned revision.
| Argument | Type | Description |
|---|---|---|
| assetId* | string | |
| revisionId* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| expectedCurrent* | any |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"assetId",
"revisionId",
"expectedCurrent"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"expectedCurrent": {
"anyOf": [
{
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
{
"type": "null"
}
]
}
}
}Create a shared test scene and queue an independent review of real GripForge captures. Supports meshes, textures and effects. Never promotes automatically.
| Argument | Type | Description |
|---|---|---|
| assetId* | string | |
| revisionId* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}Read immutable asset work/current pointers and the trusted review of work. Does not create a version.
| Argument | Type | Description |
|---|---|---|
| assetId* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"assetId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Create a draft scene. Pin Library assets first and use returned assetId/revisionId references. The response contains a GripForge Studio link. Exporting a VFX definition must not include this test scene.
| Argument | Type | Description |
|---|---|---|
| document* | object | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"document"
],
"properties": {
"document": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Return locker props for a game look plus a suggested layout (metres, Y-up). Call after style_kit. Empty slots mean generate that dressing prop, tag it, retry. Does not generate meshes.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. "stylish gothic action", "anime adventure plaza" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"stylish gothic action\", \"anime adventure plaza\""
}
}
}List scenes, work/validated revision pointers and links in the authenticated workspace.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Queue a scoped edit of saved scene nodes or a region. The server derives the allowed scope and preserves locks, gameplay zones, outside geometry and the last validated revision. Blender may fabricate missing assets. The result is a proposal requiring explicit application, never a silently replaced map.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| prompt* | string | |
| nodeIds* | array | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| blendDistance | number | |
| idempotency_key | string | |
| expectedRevision* | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"expectedRevision",
"nodeIds",
"prompt"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"prompt": {
"type": "string",
"maxLength": 4000,
"minLength": 3
},
"nodeIds": {
"type": "array",
"items": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"maxItems": 100,
"minItems": 1
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"blendDistance": {
"type": "number",
"maximum": 1000,
"exclusiveMinimum": 0
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
},
"expectedRevision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}Queue resumable browser texture variants for a saved scene. Preserve original GLBs, geometry, transforms, PBR, animations and Library heads. Color textures up to 1024px, data maps up to 512px and terrain color up to 4096px; WebP encoding. Saves a new work revision only if expectedRevision still matches. Does not promote validated. Poll generation_read for byte savings and studio_url. 0 credits; storage quota applies. New Unreal imports do this automatically.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string | |
| expectedRevision* | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"expectedRevision"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
},
"expectedRevision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}Apply insert/remove/transform/replace/update commands atomically. Environment updates can configure shared 3D cloud layers (density, altitude, wind, colour and quality); see gripforge_scene_schema. Replace preserves id, transform, role, materials and attachments, and rejects incompatible named slots. Locked objects cannot be changed. Scope constrains regional edits; read the schema first.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| scope | object | |
| commands* | array | |
| baseRevision* | integer | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"baseRevision",
"commands"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"scope": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"commands": {
"type": "array",
"items": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"maxItems": 20000,
"minItems": 1
},
"baseRevision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Explicitly promote the latest work revision only if its trusted visual review matches the exact content, dependencies and current renderer. expectedCurrent must match the existing validated pointer or null. No client-supplied approval report is accepted.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| revision* | integer | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| expectedCurrent* | any |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"revision",
"expectedCurrent"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"expectedCurrent": {
"anyOf": [
{
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
},
{
"type": "null"
}
]
}
}
}Explicitly accept or discard a proposal after inspecting it. Accept requires expectedRevision to match the exact base and current work revision. Atomic: concurrent changes or discard abort the save. Creates work, never promotes validated.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| action* | string | |
| proposal* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| expectedRevision | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"proposal",
"action"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"action": {
"enum": [
"accept",
"discard"
],
"type": "string"
},
"proposal": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"expectedRevision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}Read the original scene, proposed document and scoped commands. Use the Studio link to inspect actual rendering before applying.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| proposal* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"proposal"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"proposal": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}List persistent proposals and their base revision, status and descriptions.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Read the editable SceneDocument at work, validated, or a numbered revision. Keep work_revision for optimistic writes. Validated can be absent.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| version | any | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"version": {
"anyOf": [
{
"enum": [
"work",
"validated"
],
"type": "string"
},
{
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
]
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Apply reusable architectural surface profiles and GTAO to a saved work scene. Read gripforge_scene_schema.realism first. assignments [{nodeId,material:"*" or a named slot,surface:{preset:preserve|brick|stone|metal|glass,detail:0..1,weathering:0..1,regions:[]}}]; surface:null removes only this local profile. Optional glass regions use explicit normalized mesh-local min/max bounds and interior parallax settings. Never guess masks from colours. ambientOcclusion {enabled,radius:0.02..3 metres,intensity:0..1,quality:low|medium|high}, or null to remove. Preserves transforms, source PBR maps, other instances and validated revisions. Returns Studio link for visual comparison. Optional quality {preset:performance|balanced|quality,resolutionScale:0.5..1,sharpness:0..0.5}, or null to restore the original presentation. Quality supports viewport resolution up to a bounded 4K budget. Optional automotive {look:studio|daylight,quality,lengthM,depthOfField:false,focusDistanceM} explicitly applies a whole-scene look: HDR strip reflections, contact AO, quality and restrained post-processing. Studio replaces an existing HDRI; daylight keeps it. Optional colorGrading/depthOfField overrides or null. DOF is perspective/capture only, disabled with volumetric passes. No generation charge, DLSS or automatic approval.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| quality | any | |
| automotive | object | |
| assignments | array | |
| colorGrading | any | |
| depthOfField |
Queue a persistent render and independent visual review of the exact saved work revision. Poll generation_read. Optional assetRef records the review on the exact isolated asset revision as well; required for vehicle geometry/topology gates. This does not promote or replace the validated version.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| prompt | string | |
| assetRef | object | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string | |
| expectedRevision* | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"expectedRevision"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"prompt": {
"type": "string",
"maxLength": 4000
},
"assetRef": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
},
"expectedRevision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}Start here. Read the shared scene model, kinds, commands, limits and an editable example. Assets are immutable revisions; placed objects are independent instances. Scene saves create work revisions, never automatic visual approval.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Read work/current pointers, immutable revision history and trusted visual review evidence. A rejected or unavailable review does not change the validated version.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Save a complete SceneDocument. expectedRevision must equal the latest work revision. A 409 is a real conflict: reread before changing it. Does not change the validated revision or source Library assets.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| document* | object | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| expectedRevision* | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"document",
"expectedRevision"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"document": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"expectedRevision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}Create a dedicated server record. Godot supports ENet and gfnet; gfnet requires a game server Docker image that boots its simulation and validation hooks. Does not start the process until deploy.
| Argument | Type | Description |
|---|---|---|
| demo | boolean | |
| name* | string | |
| hints | string | |
| image | string | |
| engine | string | |
| region | string | |
| command | array | |
| gamePort | integer | |
| maxPlayers | integer | |
| networking | string | |
| sourceKind | string | |
| environment |
HIGH IMPACT. Stops the instance and deletes the server. Requires confirm=true. Owner only.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| confirm* | boolean | Must be true. Production-destructive. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"confirm"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"confirm": {
"type": "boolean",
"const": true,
"description": "Must be true. Production-destructive."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Create a Docker instance for this server and start it. Local demo uses a real container (python heartbeat unless a custom image is set). Mutating.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Activity feed: server.created, server.ready, player.joined, match.started, …
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Read one dedicated server, its instance, engine/networking detection and integration status.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}List dedicated game servers in the workspace with current status and latest instance.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Stdout/stderr from the runtime provider (Docker logs). Not stored in SQL.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| tail | integer | |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"tail": {
"type": "integer",
"maximum": 2000,
"minimum": 20
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}CPU, memory, network counters and player count from the metrics provider.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Restart the running instance. Mutating.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Update desired max players. Does not resize cloud hardware (Docker provider has no node pool). Mutating.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| maxPlayers* | integer | |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"maxPlayers"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"maxPlayers": {
"type": "integer",
"maximum": 200,
"minimum": 1
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Start the existing instance. Mutating.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Stop the running instance. Mutating.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}The workspace IS the game: genre (a game kit style id, e.g. arena-car), remappable controls (same InputKit as the Godot input.json AND the web players), match rules (rounds/laps/score/timers/ports) and menu options (title, HUD toggles). Once set, every *-kit route called WITHOUT ?prompt= reads them (explicit prompt always wins), and the web players use the same bindings. Call with no args to READ (settings + resolved defaults). Pass fields to MERGE-SET. Pass a section as null to reset it to the genre preset. Set genre at project start, right after gripforge_style.
| Argument | Type | Description |
|---|---|---|
| menu | any | {title, preset, hud:{…}} — null resets |
| genre | any | game kit style id (e.g. arena-car) — null resets |
| match | any | partial match rules — null resets |
| controls | any | full InputKit actions (InputBind[]) — null resets to genre preset |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"menu": {
"anyOf": [
{
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
{
"type": "null"
}
],
"description": "{title, preset, hud:{…}} — null resets"
},
"genre": {
"anyOf": [
{
"type": "string",
"maxLength": 64
},
{
"type": "null"
}
],
"description": "game kit style id (e.g. arena-car) — null resets"
},
"match": {
"anyOf": [
{
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
{
"type": "null"
}
],
"description": "partial match rules — null resets"
},
"controls": {
"anyOf": [
{
"type": "object",
"required": [
"actions"
],
"properties": {
"kit_id": {
"type": "string",
"maxLength": 32
},
"actions": {
"type": "array",
"items": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
}
}
}
},
{
"type": "null"
}
],
"description": "full InputKit actions (InputBind[]) — null resets to genre preset"
}
}
}Pull a catalog shader (id or alias like slash_reveal) for godot | unity | three. Returns file contents + assignment snippet (Godot ShaderMaterial / Unity Material / Three ShaderMaterial). This hosted endpoint cannot write into the working tree — use npx @gripforgeai/mcp gripforge_shader_pull with out_dir for that. v1 pull is free (no credit).
| Argument | Type | Description |
|---|---|---|
| id* | string | Shader id or alias (slash_reveal, …) |
| engine* | string | Target engine |
| out_dir | string | Suggested folder (hosted returns contents only; npm writes) |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"engine"
],
"properties": {
"id": {
"type": "string",
"description": "Shader id or alias (slash_reveal, …)"
},
"engine": {
"enum": [
"godot",
"unity",
"three"
],
"type": "string",
"description": "Target engine"
},
"out_dir": {
"type": "string",
"description": "Suggested folder (hosted returns contents only; npm writes)"
}
}
}List shaders from the GripForge catalog (authorized GodotShaders.com mirror). Returns { id, name, engines }. Search q=slash_reveal. Then pull with gripforge_shader_pull. Free.
| Argument | Type | Description |
|---|---|---|
| q | string | Search id/name/alias (e.g. slash_reveal) |
| type | string | Godot shader_type |
| limit | number | Page size (default 50, max 200) |
| offset | number | Offset |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"q": {
"type": "string",
"description": "Search id/name/alias (e.g. slash_reveal)"
},
"type": {
"enum": [
"canvas_item",
"spatial",
"sky",
"particles",
"fog"
],
"type": "string",
"description": "Godot shader_type"
},
"limit": {
"type": "number",
"description": "Page size (default 50, max 200)"
},
"offset": {
"type": "number",
"description": "Offset"
}
}
}ADMIN ONLY. Compile a shield recipe into reusable native source files for Three.js, Godot 4, Unity or Unreal 5, using the same geometry and shader functions. Returns files keyed by relative path plus install instructions. Write ALL files into a dedicated directory; never overwrite an existing modified package without checking. Includes enable/hit/shatter runtime; no mannequin or preview environment. Native builds require target-engine verification; source export is not visual certification.
| Argument | Type | Description |
|---|---|---|
| config | object | |
| engine* | string | |
| workspace_id | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"engine"
],
"properties": {
"config": {
"type": "object",
"properties": {
"seed": {
"type": "integer",
"maximum": 65535,
"minimum": 0
},
"color": {
"type": "string",
"pattern": "^#[a-f\\d]{6}$"
},
"speed": {
"type": "number",
"maximum": 4,
"minimum": 0.1
},
"style": {
"enum": [
"fire",
"water",
"water-petal",
"blood",
"cat",
"cosmic",
"cyber",
"cyber-grid",
"holy",
"ice",
"ink",
"light",
"lightning",
"poison",
"rock",
"void",
"wind"
],
"type": "string"
},
"accent": {
"type": "string",
"pattern": "^#[a-f\\d]{6}$"
},
"radius": {
"type": "number",
"maximum": 5,
"minimum": 0.15
},
"opacity": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"quality": {
"enum": [
"low",
"high"
],
"type": "string"
},
"stretch": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 2,
"minimum": 0.25
},
{
"type": "number",
"maximum": 2,
"minimum": 0.25
},
{
"type": "number",
"maximum": 2,
"minimum": 0.25
}
]
},
"version": {
"type": "number",
"const": 1
},
"intensity": {
"type": "number",
"maximum": 3,
"minimum": 0.1
}
},
"additionalProperties": false
},
"engine": {
"enum": [
"threejs",
"godot",
"unity",
"unreal"
],
"type": "string"
},
"workspace_id": {
"type": "string",
"maxLength": 100
}
}
}ADMIN ONLY. Create an original editable 3D elemental shield using the shared shield-vfx module: 17 styles, radius/stretch, colours, intensity, quality and seed. Same shaders used in Studio and native exports. save=true by default queues persistent rendering/review/workspace save; poll generation_read for Studio URL. save=false returns an unsaved project. No commercial reference assets, collision or damage. Recipe compilation needs no AI; saving uses the normal VFX review pipeline. Work is not visually validated automatically.
| Argument | Type | Description |
|---|---|---|
| save | boolean | |
| config | object | |
| workspace_id | string | |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"save": {
"type": "boolean"
},
"config": {
"type": "object",
"properties": {
"seed": {
"type": "integer",
"maximum": 65535,
"minimum": 0
},
"color": {
"type": "string",
"pattern": "^#[a-f\\d]{6}$"
},
"speed": {
"type": "number",
"maximum": 4,
"minimum": 0.1
},
"style": {
"enum": [
"fire",
"water",
"water-petal",
"blood",
"cat",
"cosmic",
"cyber",
"cyber-grid",
"holy",
"ice",
"ink",
"light",
"lightning",
"poison",
"rock",
"void",
"wind"
],
"type": "string"
},
"accent": {
"type": "string",
"pattern": "^#[a-f\\d]{6}$"
},
"radius": {
"type": "number",
"maximum": 5,
"minimum": 0.15
},
"opacity": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"quality": {
"enum": [
"low",
"high"
],
"type": "string"
},
"stretch": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 2,
"minimum": 0.25
},
{
"type": "number",
"maximum": 2,
"minimum": 0.25
},
{
"type": "number",
"maximum": 2,
"minimum": 0.25
}
]
},
"version": {
"type": "number",
"const": 1
},
"intensity": {
"type": "number",
"maximum": 3,
"minimum": 0.1
}
},
"additionalProperties": false
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}The visual identity of the workspace: palette (hex colors), written art direction, and sliders (realism/saturation/edges). Once set, it is AUTOMATICALLY appended to every generation prompt (characters, enemies, props, HUD bars…) so ten assets come out as ONE game — and gripforge_inspect gains a style check flagging assets whose dominant colors drift from the palette. Call with no args to READ the current DNA (+ the compiled prompt block). Pass fields to SET it. Pass extract_from (image lib ids) to auto-build the palette from reference art. clear:true removes it. Set the DNA at the START of a game project, before generating.
| Argument | Type | Description |
|---|---|---|
| refs | array | pinned reference lib ids |
| clear | boolean | remove the workspace style |
| edges | string | |
| palette | array | 2-6 colors, e.g. [{hex:"#8b1a1a",name:"blood red"}] |
| realism | string | |
| direction | string | art direction, e.g. "gothic, worn leather, tarnished metal" |
| saturation | string | |
| extract_from | array | image lib ids — extract the palette from them |
Resolve a game look the user names ("stylish gothic action", "anime open-world adventure") to a game-style id, then return the locker kit already tagged with that look: characters, enemies, weapons, props. Call this BEFORE generating when the user wants that game. Reuse the returned Library ids (attach / pull). Only generate if a bucket is empty.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. "stylish gothic action", "un ennemi d'aventure anime", "souls-like" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"stylish gothic action\", \"un ennemi d'aventure anime\", \"souls-like\""
}
}
}Make a map of the terrain studio the world of a game that has the world.terrain kit. Pass map (a terrain studio map id, lvl_…) or scene (a scene id, with terrain when the scene has several terrain nodes). The map is baked once into a file (heights, ground roles, lakes and rivers, vegetation, roads, spawn and objective points) stored in the Library and bound to the terrain_map slot; the project data keeps its reference in terrain_maps. The same file is delivered to Godot, Unity and Unreal with the kit. Buildings and other non-vegetation props, and terrain holes, are not carried yet (counted in map.notCarried). Without a bound map world.terrain keeps generating its world from the seed. 0 credits.
| Argument | Type | Description |
|---|---|---|
| map | string | Terrain studio map id (lvl_…). |
| scene | string | Scene id whose terrain node becomes the world (instead of map). |
| terrain | string | Terrain node id in the scene (default: its first terrain). |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"map": {
"type": "string",
"description": "Terrain studio map id (lvl_…)."
},
"scene": {
"type": "string",
"description": "Scene id whose terrain node becomes the world (instead of map)."
},
"terrain": {
"type": "string",
"description": "Terrain node id in the scene (default: its first terrain)."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Journey — after each change, with gripforge_game_test (the headless playtest). Passing tests are not a finished game: gripforge_game_audit, then gripforge_validate_release. Queue validation on the existing durable job worker. Plays the game with its own controls: the suites each kit declares (several clients joining, leaving and coming back, click orders on the ground, an enemy, a door, a chest, a downed ally, held buttons, a player that plays to an ending) and the headless playtest; endings (victory, defeat, boss defeated) come back as events. A real page that reached an ending, its hardware frame rate and the default screens it opened count for this revision. Returns job and status_url; poll that URL with the existing job tools. Simulation is not end-to-end gameplay proof. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| max_attempts | integer | Upper bound of attempts of the queued job (1-12). |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| idempotency_key | string | Repeat the same key to get the job already queued instead of a new one. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"max_attempts": {
"type": "integer",
"maximum": 12,
"minimum": 1,
"description": "Upper bound of attempts of the queued job (1-12)."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8,
"description": "Repeat the same key to get the job already queued instead of a new one."
}
}
}Prep a game texture (terrain / props): optional 50% wrap + seam blend, then a faithful lanczos upscale (1× / 2× / 4×, capped at 1024 or 2048). The pattern is PRESERVED — nothing is generated (not Magnific, not an image model). Pass texture_id (Library) or image_url (https). Result is saved as kind=texture and the albedo URL is returned. To write the PNG into an open repo, use the npm package with out_dir. No credit consumed.
| Argument | Type | Description |
|---|---|---|
| name | string | Library name (default <source>_tile) |
| save | boolean | Save to Library (default true on hosted MCP) |
| size | any | Max output side (default 1024) |
| scale | any | Upscale factor (default 1) |
| seamless | boolean | 50% offset + seam blend (default true) |
| image_url | string | https URL of the image (PNG/JPG/WebP) |
| texture_id | string | Library id of a texture (lib_…) |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"name": {
"type": "string",
"description": "Library name (default <source>_tile)"
},
"save": {
"type": "boolean",
"description": "Save to Library (default true on hosted MCP)"
},
"size": {
"anyOf": [
{
"type": "number",
"const": 1024
},
{
"type": "number",
"const": 2048
}
],
"description": "Max output side (default 1024)"
},
"scale": {
"anyOf": [
{
"type": "number",
"const": 1
},
{
"type": "number",
"const": 2
},
{
"type": "number",
"const": 4
}
],
"description": "Upscale factor (default 1)"
},
"seamless": {
"type": "boolean",
"description": "50% offset + seam blend (default true)"
},
"image_url": {
"type": "string",
"description": "https URL of the image (PNG/JPG/WebP)"
},
"texture_id": {
"type": "string",
"description": "Library id of a texture (lib_…)"
}
}
}Reusable death/victory screen concepts backed by the existing ui.endscreen Game Kit. List four visual templates, validate or export screen.json + a standalone web/Bevy presenter + runnable preview. No credits, no AI image generation. Connect authoritative game events and acknowledge multiplayer retries; a downed player is not a party defeat. Get health PNGs from gripforge_hud.
| Argument | Type | Description |
|---|---|---|
| action* | string | |
| screen | object | |
| language | string | |
| template | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"action"
],
"properties": {
"action": {
"enum": [
"templates",
"export",
"validate"
],
"type": "string"
},
"screen": {
"type": "object",
"required": [
"schema",
"kit",
"template",
"language",
"title",
"message"
],
"properties": {
"kit": {
"type": "string",
"const": "ui.endscreen"
},
"title": {
"type": "string",
"maxLength": 120
},
"schema": {
"type": "string",
"const": "gripforge.ui-screen/1"
},
"message": {
"type": "string",
"maxLength": 400
},
"language": {
"enum": [
"fr",
"en"
],
"type": "string"
},
"template": {
"enum": [
"gothic",
"cinematic",
"tactical",
"arcade"
],
"type": "string"
}
},
"additionalProperties": false
},
"language": {
"enum": [
"fr",
"en"
],
"type": "string"
},
"template": {
"enum": [
"gothic",
"cinematic",
"tactical",
"arcade"
],
"type": "string"
}
}
}Free, deterministic parametric architecture. plan validates a metric recipe; build queues a durable common-compute job and returns job_id to poll with gripforge_generation_read. Real window reveals, balconies, shopfronts, rooftop HVAC, photographic PBR and optional arid shutters/canopies/water tanks. Private immutable GLB plus recipe/report; reuse via Library bindings or scene instances. Nominal width/depth exclude protrusions: use returned actual bounds and preserve proportions. A solid envelope with storefront depth, not traversable interiors, a complete city or an AI replacement for gripforge_generate_building. Review in the actual game. 0 credits.
| Argument | Type | Description |
|---|---|---|
| stage | string | |
| recipe* | object | |
| workspace_id | string | |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"recipe"
],
"properties": {
"stage": {
"enum": [
"plan",
"build"
],
"type": "string"
},
"recipe": {
"type": "object",
"required": [
"name",
"style"
],
"properties": {
"name": {
"type": "string",
"maxLength": 100,
"minLength": 1
},
"seed": {
"type": "integer",
"maximum": 2147483646,
"minimum": 0
},
"shop": {
"type": "integer",
"maximum": 7,
"minimum": 0
},
"depth": {
"type": "number",
"maximum": 30,
"minimum": 6
},
"style": {
"enum": [
"brick",
"balconies",
"limestone",
"loft",
"workshop",
"office",
"stucco"
],
"type": "string"
},
"width": {
"type": "number",
"maximum": 30,
"minimum": 6
},
"detail": {
"enum": [
"standard",
"street"
],
"type": "string",
"description": "street: bevelled architectural trims, dielectric window glazing, deep room pockets and separate surface families."
},
"floors": {
"type": "integer",
"maximum": 20,
"minimum": 1
},
"climate": {
"enum": [
"temperate",
"arid"
],
"type": "string"
},
"palette": {
"type": "object",
"properties": {
"roof": {
"type": "string",
"pattern": "^#[a-fA-F0-9]{6}$"
},
"trim": {
"type": "string",
"pattern": "^#[a-fA-F0-9]{6}$"
},
"stone": {
"type": "string",
"pattern": "^#[a-fA-F0-9]{6}$"
},
"facade": {
"type": "string",
"pattern": "^#[a-fA-F0-9]{6}$"
}
},
"additionalProperties": false
}
},
"additionalProperties": false
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
}
}
}Journey — last, after gripforge_game_audit says complete. The game is finished only when report.ready=true on a contract that holds the genre requirements; otherwise tell the user what is left and why. Evaluate explicit release blockers for the current build. Only report.ready=true proves all mandatory acceptance checks passed; coverage ratios never override blockers. 0 credits.
| Argument | Type | Description |
|---|---|---|
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Save an independent door pose on one prepared vehicle instance in a saved scene. doors maps Door_FL/FR/RL/RR to 0 (closed)..1 (open). Unspecified doors retain their state; null clears the manual pose. Requires exact expectedRevision and named hinges/portable clips from prepare_vehicle. Pauses the global animation for manual control. Preserves the source asset, transforms, other instances and validated versions. Returns the actual Studio link. No generation charge.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| doors* | any | |
| nodeId* | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| expectedRevision* | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"expectedRevision",
"nodeId",
"doors"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"doors": {
"anyOf": [
{
"type": "object",
"propertyNames": {
"type": "string",
"pattern": "^Door_[FR][LR]$"
},
"additionalProperties": {
"type": "number",
"maximum": 1,
"minimum": 0
}
},
{
"type": "null"
}
]
},
"nodeId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"expectedRevision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}Repair generated automotive surfaces. Preferred: source (immutable static GLB with Body/Wheel_* groups) + repair recipe queues a persistent Blender job; guided glazing/panel regions, paint cleanup, coloured caliper extraction, measured replacement panels/curves with PBR and fitted boundaries, optional rebuilt wheels and rigid wheel rig. features.marks adds surface-fitted pinned PNG logos, relief badges and mesh lettering; wheel markings follow their wheel, named authored marks are replaced in the new work copy. For grilles or trim on a reconstructed recess, set curves.fitSurface.panel to its non-structural panel name to follow the final part. Returns a NEW private work version with GLB/Blend/optional FBX and GripForge review link. Does not promote or overwrite the source. Regions use +Y up/+Z forward metres, bounded displacement; region-only glass stays opaque, authored transmissive panes need an authored cabin. Poll/cancel/retry generation-jobs. 0 provider credits. Legacy id without repair uses one-time material/wheel finish and rewrites its Library file.
| Argument | Type | Description |
|---|---|---|
| id | string | Library id; with repair pins source, without repair uses legacy finish |
| name | string | |
| repair | object | Guided surface repair; never edits the source |
| smooth | integer | Body smoothing passes (default 15, 0 = none) |
| source | object | Pinned static source, instead of id |
| wheels | boolean | false keeps the generated wheels |
Yaw so a kart/vehicle GLB nose is local +Z (Meshy often faces +X). Then heading = yawToward(track tangent) = atan2(fx, fz). Pass Library id of the kart prop. Returns meshYaw + Three.js / Godot snippets. 0 credits.
| Argument | Type | Description |
|---|---|---|
| id | string | Library id of the vehicle/kart GLB (lib_…) |
| prop_id | string | Same as id |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"type": "string",
"description": "Library id of the vehicle/kart GLB (lib_…)"
},
"prop_id": {
"type": "string",
"description": "Same as id"
}
}
}Read the concept-first vehicle recipe, canonical parts, hinge convention, limits, quotes and revision workflow.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
}
}
}Quote then queue one durable Tripo v2 semantic segmentation of an owned immutable GLB, including Meshy or Blender sources. stage=plan is free; stage=build requires quoted budget. 40 Tripo provider credits, distinct from the GripForge quote. Returns job_id; inspect parts and texture preservation in generation_read. No automatic completion, retexture, articulation, publication or replacement. A segmented output still needs hinge preparation.
| Argument | Type | Description |
|---|---|---|
| stage | string | |
| budget | object | |
| source* | object | |
| granularity | string | |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"source"
],
"properties": {
"stage": {
"enum": [
"plan",
"build"
],
"type": "string",
"default": "plan"
},
"budget": {
"type": "object",
"properties": {
"usd": {
"type": "number",
"minimum": 0
},
"credits": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0
}
}
},
"source": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
}
},
"granularity": {
"enum": [
"simple",
"balanced",
"detailed"
],
"type": "string"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}ADMIN ONLY. Generate + export a 3D slash/thrust/spin VFX parented to an existing attach bind, or a world-space fire meteor (head + ribbon trail + impact). Pass prompt to fill type/style/color/emitters. Returns studio_url (open this link to edit the saved effect in GripForge), workspace_id, GLB, PNG and vfx.json. Refused for non-admin API keys.
| Argument | Type | Description |
|---|---|---|
| core | number | portal only: shadow-core radius as a fraction of the portal (default 0.09) |
| look | string | toon: stylized ribbon/lightning; solid: filled beam; crystal: faceted weapon trail; flame: burning crescent; pulse: released electric orb; firejet: flared fire stream with torn tongues and pressure rings; impact: slam-family comic explosion with red telegraph, violet core, ink debris and optional impact frames |
| name | string | |
| type | string | Strike type (default slash). portal = standing blood rift / demonic seal (world-space, loops); slam = ground-impact eruption: light pillar + fireball + sparks/debris (world-space, one-shot) |
| color | string | Hex color |
| style | string | Look (default energy) |
| width | number | Ribbon width in metres |
| prompt | string |
ADMIN ONLY. Text-to-VFX or image-to-VFX: interpret a prompt or reference into an editable animated effect specification. No Library save or credit charge. Pass the resulting type, style, look, color, duration, width, name, emitters and generation to gripforge_vfx to save/export (1 credit). Image mode requires a configured vision provider.
| Argument | Type | Description |
|---|---|---|
| preset | string | Load a ready-to-play preset instantly, without AI. Supply this field alone. |
| prompt | string | Effect description; optional with an image. |
| image_id | string | Owned Library image id; use instead of image_data. |
| image_data | string | PNG/JPEG/WebP base64 data URI, up to 8 MB decoded. |
| visual_style | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"preset": {
"enum": [
"slash-trail",
"slash-emerald",
"slash-steel",
"slash-fire",
"slash-ice",
"slash-nature",
"arc-pulse",
"fire-breath",
"neon-impact"
],
"type": "string",
"description": "Load a ready-to-play preset instantly, without AI. Supply this field alone."
},
"prompt": {
"type": "string",
"maxLength": 500,
"description": "Effect description; optional with an image."
},
"image_id": {
"type": "string",
"description": "Owned Library image id; use instead of image_data."
},
"image_data": {
"type": "string",
"maxLength": 12582912,
"description": "PNG/JPEG/WebP base64 data URI, up to 8 MB decoded."
},
"visual_style": {
"enum": [
"realistic",
"stylized",
"anime",
"lowpoly"
],
"type": "string"
}
}
}ADMIN ONLY. Play/scrub pose of a strike VFX at time t (seconds). t=0 is empty. No credits. Arc reveal / trail length / burst particles. Refused for non-admin keys.
| Argument | Type | Description |
|---|---|---|
| t | number | Seconds on the timeline (default 0) |
| bind* | object | Attach bind.json object |
| type | string | |
| style | string | |
| duration | number |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"bind"
],
"properties": {
"t": {
"type": "number",
"description": "Seconds on the timeline (default 0)"
},
"bind": {
"type": "object",
"description": "Attach bind.json object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"type": {
"enum": [
"slash",
"thrust",
"spin",
"meteor",
"beam",
"swing",
"claw",
"charge",
"shield"
],
"type": "string"
},
"style": {
"enum": [
"energy",
"metal",
"magic"
],
"type": "string"
},
"duration": {
"type": "number"
}
}
}ADMIN ONLY. Text/image -> durable generation job -> original geometry/shaders -> actual GripForge rendering -> visual critique/correction -> workspace work revision. Returns immediately with job_id, status_url and studio_url. Poll gripforge_generation_read, then open its source_url to inspect the saved source and review. Closing the request does not cancel the job. Completed steps survive worker restart. Pass id + expected_revision to refine; image_id must belong to this workspace. A visually rejected candidate never replaces the validated version.
| Argument | Type | Description |
|---|---|---|
| id | string | |
| look | string | Rendering look, separate from the game style: stylized (neutral) | painted | toon | anime | realistic | lowpoly | pixel. Old values (handpainted, cartoon, low_poly…) are read as aliases. Omit for the style default. |
| prompt | string | |
| image_id | string | |
| image_data | string | |
| image_mode | string | Default spatial: build a 3D effect. animated-artwork explicitly opts into a flat animated illustration. |
| visual_style | string | Rendering look of the effect (same vocabulary as look). Default stylized. |
| workspace_id |
ADMIN ONLY. Explicitly promote work after a trusted positive review matching this source, dependencies and renderer. expectedCurrent is the existing validated revision, or null.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| revision* | integer | |
| workspace_id | string | Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace. |
| expectedCurrent* | any |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"revision",
"expectedCurrent"
],
"properties": {
"id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]+$"
},
"revision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace."
},
"expectedCurrent": {
"anyOf": [
{
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
},
{
"type": "null"
}
]
}
}
}ADMIN ONLY. Read a project in the authenticated workspace. Returns project.json, per-layer .vert/.frag source, current revision, recent revision history and a Studio link. Read an older revision to restore it through write with the CURRENT expected_revision. Does not grant access to the server repository or arbitrary user files.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| revision | integer | |
| workspace_id | string | Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]+$"
},
"revision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace."
}
}
}ADMIN ONLY. Queue a durable render of an owned id OR an unsaved project at 1–4 timestamps. Returns job_id immediately. Poll gripforge_generation_read with include_preview for the actual rendered image, coverage, clipping and shader diagnostics. Uses the shared GripForge SceneViewport. Saves preview evidence only, no project revision. Requires workspace write access because the job and preview consume storage. Render timings are not browser FPS.
| Argument | Type | Description |
|---|---|---|
| id | string | |
| times | array | Render timestamps in seconds. Defaults to anticipation, middle and decay samples. |
| project | object | Complete editable project JSON. Read gripforge_vfx_project_schema for the format and a working example. |
| workspace_id | string | Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]+$"
},
"times": {
"type": "array",
"items": {
"type": "number",
"maximum": 12,
"minimum": 0
},
"maxItems": 4,
"minItems": 1,
"description": "Render timestamps in seconds. Defaults to anticipation, middle and decay samples."
},
"project": {
"type": "object",
"description": "Complete editable project JSON. Read gripforge_vfx_project_schema for the format and a working example.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}ADMIN ONLY. Queue a fresh GripForge capture and independent visual review without writing another source revision. Poll gripforge_generation_read; inspect its preview, then explicitly promote if approved.
| Argument | Type | Description |
|---|---|---|
| id* | string | |
| workspace_id | string | Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace. |
| idempotency_key | string | |
| expected_revision* | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"expected_revision"
],
"properties": {
"id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]+$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}ADMIN ONLY. Start here to create original VFX beyond presets. Returns the editable source format, shader helpers, geometry budgets and a working example. Workflow: write custom source -> render -> inspect the returned image -> revise -> save. Blender or another modeling tool may supply custom mesh vertices/UVs/indices; no Blender instance is required for procedural effects.
| Argument | Type | Description |
|---|---|---|
| workspace_id | string | Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace."
}
}
}ADMIN ONLY. Create with project, or update id with project OR edits:[{path,content}]. Updates require expected_revision. Returns HTTP 202 job_id and studio_url immediately. Poll gripforge_generation_read; the worker compiles, renders and saves a work revision, then reviews it visually. Completed result includes source_url, preview_url and review. Use generation_read with include_preview to see the actual image. A source conflict fails the job and preserves current work; reread before writing. Validated versions remain unchanged. Editable files are project.json and layers/{id}.vert/.frag.
| Argument | Type | Description |
|---|---|---|
| id | string | |
| note | string | |
| edits | array | |
| times | array | Render timestamps in seconds. Defaults to anticipation, middle and decay samples. |
| project | object | Complete editable project JSON. Read gripforge_vfx_project_schema for the format and a working example. |
| workspace_id | string | Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace. |
| idempotency_key | string | |
| expected_revision | integer |
CS-style first-person arms + gun under Camera3D/Hold. Returns viewmodel.json, gf_viewmodel.gd, clip shader. Pull Mixamo T-pose characters (palms down) into bodies paths. Gun is a sibling under Hold, not the world-body hand bone. Pair with gripforge_input_kit. 0 credits.
| Argument | Type | Description |
|---|---|---|
| prompt* | string | e.g. "fps" or "tactical bomb defusal" |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"prompt": {
"type": "string",
"maxLength": 240,
"minLength": 2,
"description": "e.g. \"fps\" or \"tactical bomb defusal\""
}
}
}Reusable voice identities in Community > Audio > Voices and the workspace. list/get return provider, model, voice, tested languages, acting instructions and timed sample ranges in file_url. schema describes the contract. characters reads speakers and revision from an OWNED Game Kit project. To assign, first clone a community voice into the workspace, then supply voice_id, project_id, speaker, language and expected_revision from characters. Optional instructions describe the character acting style. Saves a per-speaker/language snapshot in dialogue.voice voice_cast, preserving other voices and dialogue content. Assignment performs no TTS: bake recordings with tools/dialogue-voice/build.mjs and a matching worker. Per-line emotions use dialogue_voice_directions. Free reads; no GPU rental or automatic generation.
| Argument | Type | Description |
|---|---|---|
| q | string | |
| scope | string | |
| action | string | |
| speaker | string | |
| language | string | list defaults to English (en); use all for every language. assign requires an explicit tested language. |
| voice_id | string | |
| project_id | string | |
| instructions | string |
Queue a persistent weapon-aware motion draft from an owned armed GLB. Axe/hammer get distinct procedural cleave, backhand and overhead attacks; sword uses the explicit UAL sword pack. Staff attacks fail with compatible_motion_missing; no silent sword fallback. Holds Grip finger poses, supports a second-hand anchor with IK. Poll gripforge_generation_read, cancel/retry with generation tools. Returns a NEW work asset and Character Studio URL; never replaces the game/source or visually validates a result. 0 generation credits.
| Argument | Type | Description |
|---|---|---|
| hand | string | |
| name | string | |
| hands | any | |
| slots | array | |
| family | string | Required on the first call. Never infer axe vs sword from geometry alone. |
| edgeAxis | array | |
| source_id* | string | |
| handleAxis | array | |
| weaponNode | string | |
| workspace_id |
Independently sample the saved weapon-motion GLB at 60 Hz: grip drift, finger pose, wrist rotation, joint discontinuities, second-hand reach and torso overlaps. Reports technicalPassed separately from visualStatus=not_reviewed. Inspect idle, wind-up, impact, recovery and locomotion in GripForge before using the draft. No promotion or mutation.
| Argument | Type | Description |
|---|---|---|
| source_id* | string | |
| workspace_id | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"source_id"
],
"properties": {
"source_id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100
}
}
}Measure an owned armed GLB instance and return its editable weapon/motion profile: explicit family, holding hand, dimensions, grip anchors, handle and cutting-edge axes. Use gripforge_attach first. Default axes are +Y handle and +Z edge; inspect/correct them. Does not mutate the Library source or certify the initial seating.
| Argument | Type | Description |
|---|---|---|
| hand | string | |
| hands | any | |
| family | string | Required on the first call. Never infer axe vs sword from geometry alone. |
| edgeAxis | array | |
| source_id* | string | |
| handleAxis | array | |
| weaponNode | string | |
| workspace_id | string | |
| primaryAnchor | array | |
| secondaryAnchor |
Not implemented. Returns 501. Mutating.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Not implemented. Returns 501.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}Worlds stored for the workspace or a server’s project. Empty until worlds are implemented.
| Argument | Type | Description |
|---|---|---|
| id | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}HIGH IMPACT. Not implemented. Returns 501.
| Argument | Type | Description |
|---|---|---|
| id* | string | Game server id (srv_…) |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game server id (srv_…)"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}| string |
| A hero concept with an ability kit (gripforge_game_concepts with hero_kits). |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"kit": {
"type": "object",
"description": "The kit returned by plan: pass it to build to keep exactly what was shown.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"name": {
"type": "string",
"maxLength": 80,
"minLength": 2
},
"stage": {
"enum": [
"plan",
"build"
],
"type": "string",
"description": "plan (default, free): the kit, its abilities and clips, and the price. build: queue the GPU job."
},
"prompt": {
"type": "string",
"maxLength": 600,
"minLength": 8,
"description": "The hero in one sentence when there is no concept, e.g. \"a frost archer who slows enemies, ultimate freezes an area\". Its kit is written at plan."
},
"character_id": {
"type": "string",
"description": "Rigged Library character or enemy the clips and abilities go on. Default: the UAL mannequin."
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"hero_concept_id": {
"type": "string",
"description": "A hero concept with an ability kit (gripforge_game_concepts with hero_kits)."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
}
}
}| string |
| style | string |
| rating | string | none = not rated yet (the review queue). |
| curation | string |
| published | string |
| workspace | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"q": {
"type": "string",
"maxLength": 120,
"description": "Name, id, file name, owner or description."
},
"id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$",
"description": "One asset: its full detail (meta, usage, dependents) instead of a list."
},
"dir": {
"enum": [
"asc",
"desc"
],
"type": "string"
},
"tag": {
"type": "string",
"maxLength": 80
},
"kind": {
"type": "string",
"maxLength": 40
},
"pack": {
"type": "string",
"maxLength": 160
},
"page": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 1
},
"size": {
"type": "integer",
"maximum": 100,
"minimum": 1
},
"sort": {
"enum": [
"created_at",
"updated_at",
"bytes",
"name",
"triangles",
"kind",
"rating"
],
"type": "string"
},
"owner": {
"type": "string",
"maxLength": 254
},
"style": {
"type": "string",
"maxLength": 80
},
"rating": {
"enum": [
"1",
"2",
"3",
"4",
"5",
"none"
],
"type": "string",
"description": "none = not rated yet (the review queue)."
},
"curation": {
"enum": [
"featured",
"hidden"
],
"type": "string"
},
"published": {
"enum": [
"yes",
"no"
],
"type": "string"
},
"workspace": {
"type": "string",
"maxLength": 80
}
}
}| postProcess | object |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| expectedRevision* | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"expectedRevision"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"mode": {
"enum": [
"plan",
"apply"
],
"type": "string",
"default": "plan"
},
"nodeIds": {
"type": "array",
"items": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"maxItems": 100,
"minItems": 1
},
"quality": {
"enum": [
"performance",
"balanced",
"quality"
],
"type": "string"
},
"lighting": {
"enum": [
"preserve",
"daylight",
"golden_hour",
"overcast",
"night"
],
"type": "string"
},
"materials": {
"type": "array",
"items": {
"type": "object",
"required": [
"nodeId",
"override"
],
"properties": {
"nodeId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"material": {
"type": "string",
"maxLength": 256,
"minLength": 1
},
"override": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
}
}
},
"maxItems": 100
},
"characters": {
"type": "array",
"items": {
"type": "object",
"required": [
"nodeId",
"override"
],
"properties": {
"nodeId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"material": {
"type": "string",
"maxLength": 256,
"minLength": 1
},
"override": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
}
}
},
"maxItems": 100
},
"environment": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"postProcess": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"expectedRevision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}| concept_item |
| string |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| textile_color | string |
| character_items | array |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"name": {
"type": "string",
"maxLength": 100
},
"pieces": {
"type": "array",
"items": {
"enum": [
"helmet",
"chest",
"belt",
"pauldron",
"bracer",
"glove",
"thigh",
"greave",
"boot",
"upperarm",
"gorget",
"tasset",
"undersuit"
],
"type": "string"
},
"maxItems": 13,
"minItems": 1
},
"prompt": {
"type": "string",
"maxLength": 2000,
"minLength": 3
},
"coverage": {
"enum": [
"modular",
"full"
],
"type": "string"
},
"polycount": {
"type": "integer",
"maximum": 30000,
"minimum": 3000
},
"source_kit": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"concept_item": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"textile_color": {
"type": "string",
"pattern": "^#[a-fA-F0-9]{6}$"
},
"character_items": {
"type": "array",
"items": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"maxItems": 3
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}| target | string | Platform the game ships on: sets the triangle and file budgets of the rank. Defaults to mobile. |
| workspace_id | string | Authorized workspace; defaults to the connected workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"q"
],
"properties": {
"q": {
"type": "string",
"maxLength": 200,
"description": "Visual role or style, e.g. sci-fi turret, rock, soldier."
},
"kind": {
"enum": [
"character",
"fps-arms",
"enemy",
"creatures",
"weapon",
"equipment",
"prop",
"texture",
"skybox",
"vfx",
"animation",
"audio",
"kit"
],
"type": "string",
"description": "Optional asset kind."
},
"sort": {
"enum": [
"rank",
"newest"
],
"type": "string",
"description": "rank (default): best fit first; newest: most recent first."
},
"limit": {
"type": "integer",
"maximum": 48,
"minimum": 1,
"description": "Results per source; default 12."
},
"offset": {
"type": "integer",
"maximum": 10000,
"minimum": 0,
"description": "Pagination offset per source; default 0."
},
"source": {
"enum": [
"workspace",
"community",
"both"
],
"type": "string",
"description": "Defaults to both."
},
"target": {
"enum": [
"mobile",
"desktop"
],
"type": "string",
"description": "Platform the game ships on: sets the triangle and file budgets of the rank. Defaults to mobile."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Authorized workspace; defaults to the connected workspace."
}
}
}| prop_grip | object | Exact prop grip frame; overrides geometric guesses. A gf_grip locator can supply the same frame. |
| prop_id_2 | string | Optional second held item (off-hand) attached after the first |
| export_glb | boolean | Bake attached.glb into Library and return its signed URL |
| prop_url_2 | string | https URL of a second held item (off-hand) |
| prop_grip_2 | object | Exact prop grip frame; overrides geometric guesses. A gf_grip locator can supply the same frame. |
| character_id | string | Library id of a character (lib_…) |
| height_ratio | number | Prop size as a fraction of body height |
| character_url | string | URL of the rigged character (.glb .gltf .fbx .obj) |
| height_ratio_2 | number |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"fist": {
"type": "number",
"maximum": 1,
"minimum": 0,
"description": "Fist closing 0→1 (default 1)"
},
"hand": {
"enum": [
"right",
"left"
],
"type": "string",
"description": "Hand side (default right)"
},
"style": {
"enum": [
"melee",
"gun",
"shield",
"staff"
],
"type": "string",
"description": "Grip style (default: geometric classification)"
},
"prop_id": {
"type": "string",
"description": "Library id of a prop (lib_…)"
},
"style_2": {
"enum": [
"melee",
"gun",
"shield",
"staff"
],
"type": "string",
"description": "Style of the second held item"
},
"prop_url": {
"type": "string",
"description": "URL of the prop mesh"
},
"ai_refine": {
"type": "boolean",
"description": "Vision check of the grip (+10-30s)"
},
"attach_id": {
"type": "string",
"description": "Library bind id — armed GLB used as the character (second prop, or continue a kit)"
},
"prop_grip": {
"type": "object",
"required": [
"position",
"axis",
"normal"
],
"properties": {
"axis": {
"type": "array",
"description": "Handle direction / shield top (+Y of the grip frame)",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"normal": {
"type": "array",
"description": "Blade flat / outward shield face (+Z of the grip frame)",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"position": {
"type": "array",
"description": "Grip point in the prop scene local coordinates",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
}
},
"description": "Exact prop grip frame; overrides geometric guesses. A gf_grip locator can supply the same frame."
},
"prop_id_2": {
"type": "string",
"description": "Optional second held item (off-hand) attached after the first"
},
"export_glb": {
"type": "boolean",
"description": "Bake attached.glb into Library and return its signed URL"
},
"prop_url_2": {
"type": "string",
"description": "https URL of a second held item (off-hand)"
},
"prop_grip_2": {
"type": "object",
"required": [
"position",
"axis",
"normal"
],
"properties": {
"axis": {
"type": "array",
"description": "Handle direction / shield top (+Y of the grip frame)",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"normal": {
"type": "array",
"description": "Blade flat / outward shield face (+Z of the grip frame)",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"position": {
"type": "array",
"description": "Grip point in the prop scene local coordinates",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
}
},
"description": "Exact prop grip frame; overrides geometric guesses. A gf_grip locator can supply the same frame."
},
"character_id": {
"type": "string",
"description": "Library id of a character (lib_…)"
},
"height_ratio": {
"type": "number",
"maximum": 1.5,
"minimum": 0.05,
"description": "Prop size as a fraction of body height"
},
"character_url": {
"type": "string",
"description": "URL of the rigged character (.glb .gltf .fbx .obj)"
},
"height_ratio_2": {
"type": "number",
"maximum": 1.5,
"minimum": 0.05
}
}
}| subtype | string |
| duration | number |
| variants | integer |
| project_id | string |
| quote_hash | string |
| workspace_id | string |
| idempotency_key | string |
| expected_revision | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"loop": {
"type": "boolean",
"default": false
},
"name": {
"type": "string",
"maxLength": 160,
"minLength": 1
},
"role": {
"type": "string",
"maxLength": 60,
"description": "Optional project role from gripforge_game_audio get. Requires expected_revision. Music/voice roles are not supported."
},
"seed": {
"type": "integer",
"default": 0,
"maximum": 2147483643,
"minimum": 0
},
"action": {
"enum": [
"quote",
"generate"
],
"type": "string",
"default": "quote"
},
"prompt": {
"type": "string",
"maxLength": 2000,
"minLength": 3,
"description": "Describe one isolated sound in English: source, action, material, character and decay."
},
"weapon": {
"type": "string",
"pattern": "^[a-z0-9][a-z0-9_.-]{0,47}$",
"description": "Optional gun model ID, requires role=shot."
},
"subtype": {
"enum": [
"sfx",
"ambience"
],
"type": "string",
"default": "sfx"
},
"duration": {
"type": "number",
"default": 3,
"maximum": 60,
"minimum": 0.5
},
"variants": {
"type": "integer",
"default": 1,
"maximum": 4,
"minimum": 1
},
"project_id": {
"type": "string",
"pattern": "^gkp_[A-Za-z0-9_-]{1,76}$"
},
"quote_hash": {
"type": "string",
"pattern": "^[a-f0-9]{64}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 1
}
}
}{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"rows": {
"type": "integer",
"maximum": 8,
"minimum": 2,
"description": "bone rows below anchor (default 5)"
},
"save": {
"type": "boolean",
"description": "save attached_cape.glb into Library (default true)"
},
"cape_id": {
"type": "string",
"description": "Library id of the cape mesh (lib_…)"
},
"columns": {
"type": "integer",
"maximum": 5,
"minimum": 2,
"description": "bone columns (default 3)"
},
"cape_url": {
"type": "string",
"description": "https URL of the cape GLB (static mesh)"
},
"character_id": {
"type": "string",
"description": "Library id of a rigged character (lib_…)"
},
"character_url": {
"type": "string",
"description": "https URL of a rigged character GLB"
}
}
}| object_type | string | Triangle budget class. Default mobilier_simple |
| quote_token | string | stage=generate: quote.token from the quote with the SAME inputs |
| image_base64 | string | source=image: PNG/JPEG/WebP, raw base64 or data URI, up to 8 MB |
| workspace_id | string | Explicit workspace id. The key must have access to it. |
| idempotency_key | string | Stable key for retries of the same launch; generated if absent |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"stage",
"name"
],
"properties": {
"name": {
"type": "string",
"maxLength": 100,
"minLength": 1,
"description": "Asset name"
},
"stage": {
"enum": [
"quote",
"generate"
],
"type": "string",
"description": "quote first (free), then generate"
},
"prompt": {
"type": "string",
"maxLength": 500,
"minLength": 3,
"description": "source=text: one object, e.g. \"a studded wooden pirate chest\""
},
"source": {
"enum": [
"image",
"text"
],
"type": "string",
"description": "Default image"
},
"confirm": {
"type": "boolean",
"description": "stage=generate: true once the user accepted the quoted price"
},
"options": {
"type": "array",
"items": {
"enum": [
"photo",
"matieres",
"relief"
],
"type": "string"
},
"maxItems": 3,
"description": "source=image: photo (keep visible details), matieres (refine materials), relief (surface detail). Default all three"
},
"quality": {
"enum": [
"standard",
"detail"
],
"type": "string",
"description": "Texture quality. Default standard"
},
"object_type": {
"enum": [
"petit_objet",
"en_main",
"outil_detaille",
"mobilier_simple",
"gros_mobilier"
],
"type": "string",
"description": "Triangle budget class. Default mobilier_simple"
},
"quote_token": {
"type": "string",
"maxLength": 64,
"minLength": 64,
"description": "stage=generate: quote.token from the quote with the SAME inputs"
},
"image_base64": {
"type": "string",
"maxLength": 12000000,
"description": "source=image: PNG/JPEG/WebP, raw base64 or data URI, up to 8 MB"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to it."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"description": "Stable key for retries of the same launch; generated if absent"
}
}
}{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"asset_id",
"kind",
"value",
"stage"
],
"properties": {
"kind": {
"enum": [
"couleur",
"matiere"
],
"type": "string"
},
"stage": {
"enum": [
"quote",
"generate"
],
"type": "string"
},
"value": {
"type": "string",
"maxLength": 80,
"minLength": 1,
"description": "couleur: #RRGGBB; matiere: short description"
},
"confirm": {
"type": "boolean"
},
"asset_id": {
"type": "string",
"maxLength": 160,
"minLength": 1,
"description": "Compute asset (scene or detail) from gripforge_compute_assets or a job result"
},
"quote_token": {
"type": "string",
"maxLength": 64,
"minLength": 64
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to it."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
}
}
}{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"session_id",
"request_id",
"expected_revision",
"mode"
],
"properties": {
"mode": {
"enum": [
"off",
"preview"
],
"type": "string",
"description": "off: no neural preview; preview: snapshots on request (realtime_experimental is refused)."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"request_id": {
"type": "string",
"pattern": "^[-\\w.]{1,96}$",
"description": "A new id of your choosing for this request (letters, digits, - _ .): its receipt is read with gripforge_runtime_receipt."
},
"session_id": {
"type": "string",
"maxLength": 96,
"description": "A live browser runtime session of the project, as listed by gripforge_runtime_sessions."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0,
"description": "The revision of the session as gripforge_runtime_sessions reports it: a request on another revision is refused."
}
}
}{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"analysis_job"
],
"properties": {
"name": {
"type": "string",
"maxLength": 100,
"minLength": 1
},
"profile": {
"type": "object",
"description": "Optional corrected anatomy in the exact coordinate system returned by analyze. Read the schema and inspect the multiview preview first.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"allow_rerig": {
"type": "boolean",
"description": "Explicitly create a NEW rigged copy if the source already contains bones. The source is never overwritten."
},
"analysis_job": {
"type": "string",
"pattern": "^gen_[A-Za-z0-9_-]{8,64}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
},
"reviewed_anatomy": {
"type": "boolean",
"description": "Required: true only after inspecting/correcting the anatomy and its skeleton overlay."
}
}
}{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"full": {
"type": "boolean",
"description": "true: the whole topic even when long."
},
"topic": {
"type": "string",
"maxLength": 40,
"description": "One of: web-export, godot, unity, desktop, rooms-server, central-server, c-api, glossary, kit-api, third-party, player, render-budget, scene-optim, porting, game-schema, module-calls, module-calls-native, godot-host, kit-modules, kit-structures, kit-third-party, abi, modding, game-engine-contract, game-engine."
},
"section": {
"type": "string",
"maxLength": 120,
"description": "A heading of the topic, its number (\"3.1\", \"§4\") or words of it."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}| string |
| prepare_mouth | boolean | Opt in to cutting a guided opening and adding an inner mouth on the output copy when the mouth is sealed. Requires profile and one primitive without existing morphs. Changes facial topology and needs close visual review. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"name": {
"type": "string",
"maxLength": 100,
"minLength": 1
},
"node": {
"type": "integer",
"maximum": 4095,
"minimum": 0,
"description": "Mesh node index from inspect. Selects one existing rig when independent faces use different conventions."
},
"action": {
"enum": [
"schema",
"inspect",
"build"
],
"type": "string",
"default": "inspect"
},
"profile": {
"type": "object",
"required": [
"node",
"left",
"right",
"upper",
"lower",
"chin"
],
"properties": {
"chin": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 100000,
"minimum": -100000
},
{
"type": "number",
"maximum": 100000,
"minimum": -100000
},
{
"type": "number",
"maximum": 100000,
"minimum": -100000
}
]
},
"left": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 100000,
"minimum": -100000
},
{
"type": "number",
"maximum": 100000,
"minimum": -100000
},
{
"type": "number",
"maximum": 100000,
"minimum": -100000
}
]
},
"node": {
"type": "integer",
"maximum": 4095,
"minimum": 0
},
"depth": {
"type": "number",
"maximum": 10000,
"exclusiveMinimum": 0
},
"lower": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 100000,
"minimum": -100000
},
{
"type": "number",
"maximum": 100000,
"minimum": -100000
},
{
"type": "number",
"maximum": 100000,
"minimum": -100000
}
]
},
"right": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 100000,
"minimum": -100000
},
{
"type": "number",
"maximum": 100000,
"minimum": -100000
},
{
"type": "number",
"maximum": 100000,
"minimum": -100000
}
]
},
"upper": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 100000,
"minimum": -100000
},
{
"type": "number",
"maximum": 100000,
"minimum": -100000
},
{
"type": "number",
"maximum": 100000,
"minimum": -100000
}
]
}
},
"description": "For a model without mouth controls: front-view left/right mouth corners, distinct upper/lower INNER lip points and chin, all in the selected node LOCAL rest space before skinning/transforms. A sealed surface also requires prepare_mouth. Inspect first; do not guess from whole-body bounds. depth optionally limits the region behind the lips.",
"additionalProperties": false
},
"source_id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"prepare_mouth": {
"type": "boolean",
"description": "Opt in to cutting a guided opening and adding an inner mouth on the output copy when the mouth is sealed. Requires profile and one primitive without existing morphs. Changes facial topology and needs close visual review."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
}
}
}| project_id* | string |
| workspace_id | string |
| expected_revision | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"fade": {
"type": "number",
"maximum": 10,
"minimum": 0,
"description": "Music crossfade in seconds."
},
"roles": {
"type": "object",
"description": "Role → variants. get lists the roles. Sources: lib:lib_…, slot:<id>, base:<recipe>. null resets SFX, silences that music state or removes global ambience.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"anyOf": [
{
"type": "array",
"items": {
"type": "string",
"maxLength": 120
},
"maxItems": 16,
"minItems": 1
},
{
"type": "null"
}
]
}
},
"action": {
"enum": [
"get",
"configure"
],
"type": "string",
"default": "get"
},
"dry_run": {
"type": "boolean"
},
"volumes": {
"type": "object",
"description": "Default bus percentages: master, music, sfx, voice, ambience, ui. Player preferences still win.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "integer",
"maximum": 100,
"minimum": 0
}
},
"weapons": {
"type": "object",
"description": "Gun model ID → shot variants, e.g. {rifle:[\"lib:lib_…\"]}. null restores the generic shot. Web/Rust conditional cues: one shot, no duplicate; other weapons retain their defaults. Legacy engine scripts are unverified.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"anyOf": [
{
"type": "array",
"items": {
"type": "string",
"maxLength": 120
},
"maxItems": 16,
"minItems": 1
},
{
"type": "null"
}
]
}
},
"project_id": {
"type": "string",
"pattern": "^gkp_[A-Za-z0-9_-]{1,76}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 1
}
}
}| Argument | Type | Description |
|---|
| fix | boolean | true: apply the free and safe fixes first (free models on capsules, standard clips, suggested control scheme), then read. Nothing paid is ever done. |
| brief | string | Free words about the game (theme, setting): they weigh in the model proposals. |
| playtest | string | last (default): read the stored playtest of the project. run: play it headless now, then read. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"fix": {
"type": "boolean",
"description": "true: apply the free and safe fixes first (free models on capsules, standard clips, suggested control scheme), then read. Nothing paid is ever done."
},
"brief": {
"type": "string",
"maxLength": 2000,
"description": "Free words about the game (theme, setting): they weigh in the model proposals."
},
"playtest": {
"enum": [
"last",
"run"
],
"type": "string",
"description": "last (default): read the stored playtest of the project. run: play it headless now, then read."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}| object |
| Concepts to generate per slot (heroes up to 24, maps up to 6: the first is the whole playfield from above, the others are zones seen through the game camera). Default: what the blueprint needs minus what is already reusable. |
| custom | object | Only when `game` is not in the catalog: describe the game with the closest blueprint and pack. |
| wishes | object | What the user asked for, per slot, one short description per item (max 24 per slot, 200 chars each), e.g. {"heroes": ["old bald karate master in a worn gi", "masked luchador"], "weapons": ["pump shotgun", "hunting rifle"]}. Binding: the pack produces exactly these items, in this order (named and detailed, never replaced). The slot count defaults to the number of wishes; a larger count adds freely invented items. Always pass the characters, weapons or objects the user described here, not only in custom.build. |
| provider | string | Default openai (GPT Image 2.5 sunburst: final quality for style bible, heroes and bosses, medium-quality sheets of 6 for the rest). |
| hero_kits | boolean | Each hero comes with its ability kit — role, lane, basic attack, passive + Q/W/E/R (type, range, cooldown, cost, effect, VFX, cast animation) — and a sheet of 5 ability icons in its colours (1 more image per hero). Default from the blueprint: on for lane-arena (MOBA). Turn it on for any game whose heroes have abilities (hero shooter, ARPG). |
| workspace_id | string |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"game": {
"type": "string",
"maxLength": 120,
"minLength": 2,
"description": "The game the user named, exactly as they wrote it (a title, \"like <title>\", \"a <title>\"). Matched server side against the recognised titles and aliases."
},
"stage": {
"enum": [
"catalog",
"plan",
"build"
],
"type": "string",
"description": "catalog: blueprints (slot counts), theme packs and how many named games are recognised (their titles stay server side). plan (default, free): what already exists and is reused, what would be generated, and the price. build: generate the missing concepts, requires budget."
},
"budget": {
"type": "object",
"properties": {
"usd": {
"type": "number",
"minimum": 0
},
"credits": {
"type": "number",
"minimum": 0
}
},
"description": "Required for build: maximum credits OR USD, at least the plan price.",
"additionalProperties": false
},
"counts": {
"type": "object",
"properties": {
"vfx": {
"type": "integer",
"maximum": 96,
"minimum": 0
},
"maps": {
"type": "integer",
"maximum": 96,
"minimum": 0
},
"npcs": {
"type": "integer",
"maximum": 96,
"minimum": 0
},
"props": {
"type": "integer",
"maximum": 96,
"minimum": 0
},
"bosses": {
"type": "integer",
"maximum": 96,
"minimum": 0
},
"heroes": {
"type": "integer",
"maximum": 96,
"minimum": 0
},
"enemies": {
"type": "integer",
"maximum": 96,
"minimum": 0
},
"weapons": {
"type": "integer",
"maximum": 96,
"minimum": 0
},
"textures": {
"type": "integer",
"maximum": 96,
"minimum": 0
},
"vehicles": {
"type": "integer",
"maximum": 96,
"minimum": 0
},
"buildings": {
"type": "integer",
"maximum": 96,
"minimum": 0
}
},
"description": "Concepts to generate per slot (heroes up to 24, maps up to 6: the first is the whole playfield from above, the others are zones seen through the game camera). Default: what the blueprint needs minus what is already reusable.",
"additionalProperties": false
},
"custom": {
"type": "object",
"required": [
"title",
"blueprint",
"pack",
"build"
],
"properties": {
"pack": {
"type": "string",
"maxLength": 60,
"description": "Closest theme pack from stage=catalog, e.g. nordic-mythology, cyberpunk."
},
"build": {
"type": "string",
"maxLength": 300,
"minLength": 10,
"description": "One sentence describing the original game to make."
},
"title": {
"type": "string",
"maxLength": 80,
"minLength": 2
},
"blueprint": {
"type": "string",
"maxLength": 60,
"description": "Closest blueprint from stage=catalog, e.g. third-person-action, open-world-rpg."
}
},
"description": "Only when `game` is not in the catalog: describe the game with the closest blueprint and pack.",
"additionalProperties": false
},
"wishes": {
"type": "object",
"properties": {
"vfx": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
},
"maps": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
},
"npcs": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
},
"props": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
},
"bosses": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
},
"heroes": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
},
"enemies": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
},
"weapons": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
},
"textures": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
},
"vehicles": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
},
"buildings": {
"type": "array",
"items": {
"type": "string",
"maxLength": 200,
"minLength": 1
},
"maxItems": 24
}
},
"description": "What the user asked for, per slot, one short description per item (max 24 per slot, 200 chars each), e.g. {\"heroes\": [\"old bald karate master in a worn gi\", \"masked luchador\"], \"weapons\": [\"pump shotgun\", \"hunting rifle\"]}. Binding: the pack produces exactly these items, in this order (named and detailed, never replaced). The slot count defaults to the number of wishes; a larger count adds freely invented items. Always pass the characters, weapons or objects the user described here, not only in custom.build.",
"additionalProperties": false
},
"provider": {
"enum": [
"openai",
"xai"
],
"type": "string",
"description": "Default openai (GPT Image 2.5 sunburst: final quality for style bible, heroes and bosses, medium-quality sheets of 6 for the rest)."
},
"hero_kits": {
"type": "boolean",
"description": "Each hero comes with its ability kit — role, lane, basic attack, passive + Q/W/E/R (type, range, cooldown, cost, effect, VFX, cast animation) — and a sheet of 5 ability icons in its colours (1 more image per hero). Default from the blueprint: on for lane-arena (MOBA). Turn it on for any game whose heroes have abilities (hero shooter, ARPG)."
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
}
}
}| doc |
| object |
| put / validate: the document (with its id). |
| set | object | place: component overrides of this instance. |
| yaw | number | place: rotation around +Y in radians. |
| docs | array | put / validate: several documents of the same kind. |
| kind | string | The content kind (list without kind: counts per kind). |
| asset | string | place: a Library asset (lib_…) instead of an archetype: its archetype is the one using it, or a new prop. |
| place | string | place: ground (default) snaps to the scene ground; none keeps y. |
| scene | string | place / bake: the scene id (place default: the first scene). |
| action* | string | list | get | put | remove | validate | place | bake. |
| dry_run | boolean | put / remove: validate and report without writing. |
| archetype | string | place: the archetype of the instance. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"action"
],
"properties": {
"at": {
"type": "array",
"items": {
"type": "number"
},
"maxItems": 3,
"minItems": 3,
"description": "place: position [x, y, z] in metres (+Y up)."
},
"id": {
"type": "string",
"maxLength": 120,
"description": "get / remove: the document id; place: the instance id (default <archetype>_<n>)."
},
"doc": {
"type": "object",
"description": "put / validate: the document (with its id).",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"set": {
"type": "object",
"description": "place: component overrides of this instance.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"yaw": {
"type": "number",
"description": "place: rotation around +Y in radians."
},
"docs": {
"type": "array",
"items": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"maxItems": 200,
"description": "put / validate: several documents of the same kind."
},
"kind": {
"enum": [
"archetype",
"scene",
"script",
"mission",
"quest",
"dialogue",
"npc",
"item",
"translations",
"code_module",
"zone",
"trigger"
],
"type": "string",
"description": "The content kind (list without kind: counts per kind)."
},
"asset": {
"type": "string",
"maxLength": 64,
"description": "place: a Library asset (lib_…) instead of an archetype: its archetype is the one using it, or a new prop."
},
"place": {
"enum": [
"ground",
"none"
],
"type": "string",
"description": "place: ground (default) snaps to the scene ground; none keeps y."
},
"scene": {
"type": "string",
"maxLength": 64,
"description": "place / bake: the scene id (place default: the first scene)."
},
"action": {
"enum": [
"list",
"get",
"put",
"remove",
"validate",
"place",
"bake"
],
"type": "string",
"description": "list | get | put | remove | validate | place | bake."
},
"dry_run": {
"type": "boolean",
"description": "put / remove: validate and report without writing."
},
"archetype": {
"type": "string",
"maxLength": 64,
"description": "place: the archetype of the instance."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}| Argument | Type | Description |
|---|---|---|
| q | string | |
| id | string | |
| mode | string | |
| action* | string | |
| engine | string | |
| prompt | string | |
| source | string | |
| message | string | |
| slot_id | string | |
| asset_id | string | |
| operation | string | |
| quote_token | string | |
| other_styles | boolean | |
| workspace_id | string | |
| player_accounts | boolean | |
| allow_incomplete | boolean | |
| expected_revision | integer | |
| production_source | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"action"
],
"properties": {
"q": {
"type": "string",
"maxLength": 100
},
"id": {
"type": "string",
"maxLength": 100
},
"mode": {
"enum": [
"select",
"generate",
"default"
],
"type": "string"
},
"action": {
"enum": [
"list",
"get",
"assets",
"create",
"select",
"use_reference",
"approve_concept",
"approve_asset",
"quote",
"accept",
"cancel",
"retry",
"dismiss"
],
"type": "string"
},
"engine": {
"enum": [
"web",
"unity",
"godot",
"unreal"
],
"type": "string"
},
"prompt": {
"type": "string",
"maxLength": 2000
},
"source": {
"enum": [
"all",
"workspace",
"community"
],
"type": "string"
},
"message": {
"type": "string",
"maxLength": 1500,
"minLength": 3
},
"slot_id": {
"type": "string",
"maxLength": 100
},
"asset_id": {
"type": "string",
"maxLength": 100
},
"operation": {
"enum": [
"plan",
"refine",
"concept",
"generate",
"build",
"develop",
"produce"
],
"type": "string"
},
"quote_token": {
"type": "string",
"maxLength": 100
},
"other_styles": {
"type": "boolean"
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"player_accounts": {
"type": "boolean"
},
"allow_incomplete": {
"type": "boolean"
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
},
"production_source": {
"type": "string",
"maxLength": 100
}
}
}| Argument | Type | Description |
|---|
| kit | string | points: one kit id (installed or not): its full extension points with schemas. |
| scene | string | start: also return this scene document. |
| scope | string | blocks: installed (default) or catalog. |
| action | string | start (default) | structure | blocks | points | report | next. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"kit": {
"type": "string",
"maxLength": 64,
"description": "points: one kit id (installed or not): its full extension points with schemas."
},
"scene": {
"type": "string",
"maxLength": 64,
"description": "start: also return this scene document."
},
"scope": {
"enum": [
"installed",
"catalog"
],
"type": "string",
"description": "blocks: installed (default) or catalog."
},
"action": {
"enum": [
"start",
"structure",
"blocks",
"points",
"report",
"next"
],
"type": "string",
"description": "start (default) | structure | blocks | points | report | next."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}| order: the mods first, in this order. |
| mod | object | validate, install: the gripforge.mod/1 document ({ id, version, requires?, depends?, conflicts?, config?, configPatch?, data? }). |
| action | string | list (default) | validate | install | remove | enable | disable | order. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 64,
"description": "remove, enable, disable: the mod id."
},
"ids": {
"type": "array",
"items": {
"type": "string",
"maxLength": 64
},
"maxItems": 64,
"description": "order: the mods first, in this order."
},
"mod": {
"type": "object",
"description": "validate, install: the gripforge.mod/1 document ({ id, version, requires?, depends?, conflicts?, config?, configPatch?, data? }).",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"action": {
"enum": [
"list",
"validate",
"install",
"remove",
"enable",
"disable",
"order"
],
"type": "string",
"description": "list (default) | validate | install | remove | enable | disable | order."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}| Argument | Type | Description |
|---|---|---|
| kits | object | create: explicit kit toggles { "vehicle.driveable": true, … } on top of the preset. Unchecking a required kit fails with toggle_requires. The default kits (ui.menu, input.remap, settings.graphics, ui.prompts, ui.endscreen, save.persistence, audio.core, i18n.text, ui.theme, input.virtualpad, display.fullscreen, asset.preload, asset.cache, ai.navigation on web) are included unless set to false here — only when the user asked for it. |
| name | string | create: project name. |
| force | boolean | controls: also replace a touch layout or a help bar the game edited (kept by default). |
| logic | string | create, logic: wasm = logic of the kits in Rust compiled to wasm (Bevy player), ts = TypeScript KitHost (on request only); default wasm. logic without it reads the current choice. |
| reset | boolean | controls: also drop the key overrides the game wrote itself (kept by default), so the game ends exactly on the scheme — what a game made before the schemes needs to move to one. Preview with dry_run. |
| action* | string | list | create | get | bind | data | controls | logic | delete. |
| preset | string | create: preset id whose default kits are installed (gripforge_gamekit_search returns presets). |
| remove | array | data: document ids to remove. |
| scheme | string | controls: the control scheme to show (dry_run) or apply — fps, third_person, moba_click, arpg_click, top_down, platformer, fighting, vehicle, rts, point_click: the one of the kind of game (gameplay choices above; a dungeon crawler → arpg_click, a MOBA → moba_click, an RTS → rts). Omit to read the schemes and the project controls. |
| target | string | create: pass the confirmed engine explicitly (Three.js=web). Ask the user to choose Unity / Godot / Unreal Engine / Three.js before creating if unknown. API default web is for compatibility, not an engine choice. |
| confirm | boolean | delete: must be true. The project, its revisions and data are removed. |
| dry_run | boolean | controls: true returns the diff of keys without writing. |
| replace | boolean | data: true to replace the whole collection with documents. |
| bindings | object | bind: { slot: lib_… | null } — Library item per asset slot declared by the installed kits, null clears. A model bound to a creature slot gets its animations by itself as far as that is free (the answer carries the chain in creatures); see gripforge_gamekit_creatures. |
| controls | string | create: the control scheme of the kind of game the user asked for (gameplay choices above: one scheme, usually the only one allowed), applied at creation instead of the preset’s own or of the one the kits suggest; none keeps the kits’ own keys. |
| documents | array | data: documents to upsert (each with its id), validated against the kit schema. |
| collection | string | data: collection name declared by an installed kit (e.g. missions, npcs, zones). |
| project_id | string | Game Kit project id (gkp_…). Required for get, bind, data, controls, logic and delete. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"action"
],
"properties": {
"kits": {
"type": "object",
"description": "create: explicit kit toggles { \"vehicle.driveable\": true, … } on top of the preset. Unchecking a required kit fails with toggle_requires. The default kits (ui.menu, input.remap, settings.graphics, ui.prompts, ui.endscreen, save.persistence, audio.core, i18n.text, ui.theme, input.virtualpad, display.fullscreen, asset.preload, asset.cache, ai.navigation on web) are included unless set to false here — only when the user asked for it.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "boolean"
}
},
"name": {
"type": "string",
"maxLength": 120,
"minLength": 1,
"description": "create: project name."
},
"force": {
"type": "boolean",
"description": "controls: also replace a touch layout or a help bar the game edited (kept by default)."
},
"logic": {
"enum": [
"wasm",
"ts"
],
"type": "string",
"description": "create, logic: wasm = logic of the kits in Rust compiled to wasm (Bevy player), ts = TypeScript KitHost (on request only); default wasm. logic without it reads the current choice."
},
"reset": {
"type": "boolean",
"description": "controls: also drop the key overrides the game wrote itself (kept by default), so the game ends exactly on the scheme — what a game made before the schemes needs to move to one. Preview with dry_run."
},
"action": {
"enum": [
"list",
"create",
"get",
"bind",
"data",
"controls",
"logic",
"delete"
],
"type": "string",
"description": "list | create | get | bind | data | controls | logic | delete."
},
"preset": {
"type": "string",
"maxLength": 80,
"description": "create: preset id whose default kits are installed (gripforge_gamekit_search returns presets)."
},
"remove": {
"type": "array",
"items": {
"type": "string",
"maxLength": 120
},
"maxItems": 500,
"description": "data: document ids to remove."
},
"scheme": {
"type": "string",
"maxLength": 40,
"description": "controls: the control scheme to show (dry_run) or apply — fps, third_person, moba_click, arpg_click, top_down, platformer, fighting, vehicle, rts, point_click: the one of the kind of game (gameplay choices above; a dungeon crawler → arpg_click, a MOBA → moba_click, an RTS → rts). Omit to read the schemes and the project controls."
},
"target": {
"enum": [
"web",
"godot",
"unity",
"unreal"
],
"type": "string",
"description": "create: pass the confirmed engine explicitly (Three.js=web). Ask the user to choose Unity / Godot / Unreal Engine / Three.js before creating if unknown. API default web is for compatibility, not an engine choice."
},
"confirm": {
"type": "boolean",
"description": "delete: must be true. The project, its revisions and data are removed."
},
"dry_run": {
"type": "boolean",
"description": "controls: true returns the diff of keys without writing."
},
"replace": {
"type": "boolean",
"description": "data: true to replace the whole collection with documents."
},
"bindings": {
"type": "object",
"description": "bind: { slot: lib_… | null } — Library item per asset slot declared by the installed kits, null clears. A model bound to a creature slot gets its animations by itself as far as that is free (the answer carries the chain in creatures); see gripforge_gamekit_creatures.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"anyOf": [
{
"type": "string"
},
{
"type": "null"
}
]
}
},
"controls": {
"type": "string",
"maxLength": 40,
"description": "create: the control scheme of the kind of game the user asked for (gameplay choices above: one scheme, usually the only one allowed), applied at creation instead of the preset’s own or of the one the kits suggest; none keeps the kits’ own keys."
},
"documents": {
"type": "array",
"items": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"maxItems": 500,
"description": "data: documents to upsert (each with its id), validated against the kit schema."
},
"collection": {
"type": "string",
"maxLength": 80,
"description": "data: collection name declared by an installed kit (e.g. missions, npcs, zones)."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Required for get, bind, data, controls, logic and delete."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}| lang |
| string |
| Language of text (default en). |
| seed | integer | Seed of the run (default 1). The same seed gives the same report. |
| replay | object | report.replay of an earlier run: plays the same inputs again (seed and budget come from it). |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| budget_seconds | integer | Game time to play, in seconds (default 120). |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"lang": {
"enum": [
"en",
"fr"
],
"type": "string",
"description": "Language of text (default en)."
},
"seed": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": -9007199254740991,
"description": "Seed of the run (default 1). The same seed gives the same report."
},
"replay": {
"type": "object",
"description": "report.replay of an earlier run: plays the same inputs again (seed and budget come from it).",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"budget_seconds": {
"type": "integer",
"maximum": 300,
"minimum": 5,
"description": "Game time to play, in seconds (default 120)."
}
}
}| boolean |
| true draws a new concept image; default reuses the latest concept of the project. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| expected_revision | integer | run: the revision returned by quote. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"action"
],
"properties": {
"action": {
"enum": [
"quote",
"run"
],
"type": "string",
"description": "quote prices it and returns next; run queues it (needs expected_revision from quote)."
},
"reread": {
"type": "boolean",
"description": "true runs the vision pass again on the reused concept (1 credit) instead of its saved tokens."
},
"dry_run": {
"type": "boolean",
"description": "true: generate and read the tokens without writing the project."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"regenerate": {
"type": "boolean",
"description": "true draws a new concept image; default reuses the latest concept of the project."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"description": "run: the revision returned by quote.",
"exclusiveMinimum": 0
}
}
}| object |
| For build: the options of the kit builder (from get section:builder). |
| plan_id | string | The saved LevelPlan to build, inspect or test. |
| section | string | For get: builder (the provider options of a kit) or journey (its schema). |
| activate | boolean | For build: also make the built scene the entry scene. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| idempotency_key | string | For test: the same key returns the same queued job instead of a new one. |
| expected_revision | integer | Required for plan, build and journey; current project revision. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"action"
],
"properties": {
"kit": {
"type": "string",
"description": "For get section:builder and build: the kit whose builder constructs the content."
},
"plan": {
"type": "object",
"description": "LevelPlan matching the versioned schema returned by get.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"action": {
"enum": [
"get",
"plan",
"build",
"journey",
"inspect",
"test"
],
"type": "string",
"description": "get: read the plans and sources; plan: save a LevelPlan; build: construct its kit content; journey: save an input journey; inspect: review without a run; test: queue a real input/capture test."
},
"offset": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0,
"description": "Design source pagination for get."
},
"dry_run": {
"type": "boolean",
"description": "For build: preview what would be written, write nothing."
},
"journey": {
"type": "object",
"description": "For journey: the input journey matching the schema of get section:journey.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"options": {
"type": "object",
"description": "For build: the options of the kit builder (from get section:builder).",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"plan_id": {
"type": "string",
"maxLength": 1000,
"description": "The saved LevelPlan to build, inspect or test."
},
"section": {
"enum": [
"builder",
"journey"
],
"type": "string",
"description": "For get: builder (the provider options of a kit) or journey (its schema)."
},
"activate": {
"type": "boolean",
"description": "For build: also make the built scene the entry scene."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 200,
"description": "For test: the same key returns the same queued job instead of a new one."
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0,
"description": "Required for plan, build and journey; current project revision."
}
}
}| reason | string | One sentence: why you do this, recorded in the project history (required in spirit when you go against the installed-kits rule). |
| confirm | string | game.engine enabled=false: the confirm token of the previous answer. |
| enabled | boolean | false to disable the kit at runtime while keeping it installed; true to re-enable. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"maxLength": 120,
"minLength": 2,
"description": "Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives)."
},
"patch": {
"type": "object",
"description": "The config as a document, instead of rewriting a whole list: { set: { \"<dotted path>\": value }, append: { \"<path of a list>\": [items] }, update: { \"<path>\": [{ match: { key: value }, set: { … } }] }, remove: { \"<path>\": [values or { key: value }] } } — add, change or remove one element of a config list (an item with the id of an element replaces it); a list the project does not write starts from the kit default. Validated against the configSchema like config.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"config": {
"type": "object",
"description": "Kit config values, validated against the kit configSchema returned by gripforge_gamekit_get. Merged over the current config.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"reason": {
"type": "string",
"maxLength": 300,
"description": "One sentence: why you do this, recorded in the project history (required in spirit when you go against the installed-kits rule)."
},
"confirm": {
"type": "string",
"maxLength": 80,
"description": "game.engine enabled=false: the confirm token of the previous answer."
},
"enabled": {
"type": "boolean",
"description": "false to disable the kit at runtime while keeping it installed; true to re-enable."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}| animate / fill: wait for the retargets instead of running them in the background. |
| brief | string | fill: what the game is about, to rank the models (theme, mood). |
| limit | integer | propose: models per slot (default 5). |
| slots | array | animate: only these slots (slot or slot:variant). Default: every bound creature slot. |
| action | string | report (default) | propose | animate | fill. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"slot": {
"type": "string",
"maxLength": 80,
"description": "report / propose: only this creature slot (e.g. enemy_grunt, moba_hero_3)."
},
"wait": {
"type": "boolean",
"description": "animate / fill: wait for the retargets instead of running them in the background."
},
"brief": {
"type": "string",
"maxLength": 2000,
"description": "fill: what the game is about, to rank the models (theme, mood)."
},
"limit": {
"type": "integer",
"maximum": 12,
"minimum": 1,
"description": "propose: models per slot (default 5)."
},
"slots": {
"type": "array",
"items": {
"type": "string",
"maxLength": 120
},
"maxItems": 64,
"description": "animate: only these slots (slot or slot:variant). Default: every bound creature slot."
},
"action": {
"enum": [
"report",
"propose",
"animate",
"fill"
],
"type": "string",
"description": "report (default) | propose | animate | fill."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}| target* | string | Engine to deliver to: godot (addon + kit files), unity (UPM package + C# files), unreal (plugins), web (native, nothing to write), rust (the Rust / Bevy runtime: nothing to write either — the answer is the native compatibility report of the kits or of project_id: which kits have a Rust module, which do not, and what blocks the project from running on the Bevy player; a web delivery of that player always holds both backends, WebGPU and WebGL2, with the automatic selection and fallback — one backend alone is an error). Kits without an engine delivery get recipes. |
| dry_run | boolean | true → plan only: no bundle, never charged. Do this first. |
| project_id | string | Game Kit project (gkp_…) whose enabled kits, config and slot bindings are delivered when kits is omitted. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| project_state | object | What the engine project contains now. Without it the plan assumes an empty project (add-only). |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"target"
],
"properties": {
"kits": {
"type": "array",
"items": {
"type": "object",
"required": [
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"maxLength": 120,
"minLength": 2,
"description": "Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives)."
},
"config": {
"type": "object",
"description": "Kit config, validated against its configSchema.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"bindings": {
"type": "object",
"description": "Asset slot → Library item id (lib_…).",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "string"
}
}
}
},
"maxItems": 16,
"description": "Kits to deliver (at most 16). Omit to deliver the enabled kits of project_id."
},
"mode": {
"enum": [
"install",
"update",
"uninstall"
],
"type": "string",
"description": "install (default), update to the latest catalogue version, or uninstall (needs project_state.lock)."
},
"force": {
"type": "boolean",
"description": "true → back up then overwrite edited managed files and existing seed files."
},
"target": {
"enum": [
"godot",
"unity",
"unreal",
"web",
"rust"
],
"type": "string",
"description": "Engine to deliver to: godot (addon + kit files), unity (UPM package + C# files), unreal (plugins), web (native, nothing to write), rust (the Rust / Bevy runtime: nothing to write either — the answer is the native compatibility report of the kits or of project_id: which kits have a Rust module, which do not, and what blocks the project from running on the Bevy player; a web delivery of that player always holds both backends, WebGPU and WebGL2, with the automatic selection and fallback — one backend alone is an error). Kits without an engine delivery get recipes."
},
"dry_run": {
"type": "boolean",
"description": "true → plan only: no bundle, never charged. Do this first."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project (gkp_…) whose enabled kits, config and slot bindings are delivered when kits is omitted."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"project_state": {
"type": "object",
"properties": {
"lock": {
"anyOf": [
{
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
{
"type": "null"
}
],
"description": "Current gripforge/gamekits.lock.json content, null when absent."
},
"files": {
"type": "object",
"description": "path → sha256 hex of every file under gripforge/ and assets/gripforge/ (at most 5000).",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "string"
}
},
"engineVersion": {
"type": "string",
"maxLength": 80,
"description": "Engine version, e.g. 4.3.stable."
}
},
"description": "What the engine project contains now. Without it the plan assumes an empty project (add-only)."
}
}
}| config |
| object |
| Kit config values, validated against the kit configSchema returned by gripforge_gamekit_get. Merged over the current config. |
| reason | string | One sentence: why you do this, recorded in the project history (required in spirit when you go against the installed-kits rule). |
| dry_run | boolean | true to return the install plan without writing the project. |
| existing | string | With pack: a pack document whose id the project already has — replace (default) or keep the project's. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| allow_planned | boolean | true to accept kits still marked planned (0.x, no runtime yet). Default false. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"maxLength": 120,
"minLength": 2,
"description": "Kit id to install (e.g. vehicle.driveable). Required unless pack is given."
},
"pack": {
"type": "string",
"maxLength": 80,
"description": "Instead of id: a content pack listed by gripforge_gamekit_search (packs[].id, e.g. tree-of-life) — its kits are installed, its configs merged and its documents upserted by id (the project's own documents are kept). Returns { pack, applied, plan: { installed, configured, data }, added, project }."
},
"config": {
"type": "object",
"description": "Kit config values, validated against the kit configSchema returned by gripforge_gamekit_get. Merged over the current config.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"reason": {
"type": "string",
"maxLength": 300,
"description": "One sentence: why you do this, recorded in the project history (required in spirit when you go against the installed-kits rule)."
},
"dry_run": {
"type": "boolean",
"description": "true to return the install plan without writing the project."
},
"existing": {
"enum": [
"replace",
"keep"
],
"type": "string",
"description": "With pack: a pack document whose id the project already has — replace (default) or keep the project's."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"allow_planned": {
"type": "boolean",
"description": "true to accept kits still marked planned (0.x, no runtime yet). Default false."
}
}
}| confirm | string | The confirm token of the previous answer, after the user saw the dependents. |
| dry_run | boolean | true to return the removal plan (with the dependents and the confirm token) without writing. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| with_dependents | boolean | true to remove the kit AND the kits that depend on it (needs confirm). |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"id"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"maxLength": 120,
"minLength": 2,
"description": "Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives)."
},
"force": {
"type": "boolean",
"description": "Legacy: remove even when other kits depend on it; they are disabled, not removed."
},
"prune": {
"type": "boolean",
"description": "true to also remove dependencies that no remaining kit requires (never game.engine nor a default kit)."
},
"reason": {
"type": "string",
"maxLength": 300,
"description": "One sentence: why you do this, recorded in the project history (required in spirit when you go against the installed-kits rule)."
},
"confirm": {
"type": "string",
"maxLength": 80,
"description": "The confirm token of the previous answer, after the user saw the dependents."
},
"dry_run": {
"type": "boolean",
"description": "true to return the removal plan (with the dependents and the confirm token) without writing."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"with_dependents": {
"type": "boolean",
"description": "true to remove the kit AND the kits that depend on it (needs confirm)."
}
}
}| tag | string | Tag filter (e.g. vehicle, mission, npc, legacy). |
| limit | integer | Max kits returned (default 20). |
| target | string | Engine target the kit must support (rust: the kits ported to the Rust kit host, which the native player and the Bevy web player run). For game creation, use the engine chosen by the user or identified in their project; ask Unity / Godot / Unreal Engine / Three.js if unknown. The API web default is not user consent. |
| capability | string | Capability the kit must provide (exact id or prefix, e.g. vehicle.drive). |
| project_id | string | Game Kit project id (gkp_…) to score results against. Default: the workspace’s most recently updated project. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"q": {
"type": "string",
"maxLength": 200,
"description": "Free text matched on id, name, description and tags (e.g. \"drive a car\", \"wanted level\")."
},
"tag": {
"type": "string",
"maxLength": 60,
"description": "Tag filter (e.g. vehicle, mission, npc, legacy)."
},
"limit": {
"type": "integer",
"maximum": 100,
"minimum": 1,
"description": "Max kits returned (default 20)."
},
"target": {
"enum": [
"web",
"godot",
"unity",
"unreal",
"rust"
],
"type": "string",
"description": "Engine target the kit must support (rust: the kits ported to the Rust kit host, which the native player and the Bevy web player run). For game creation, use the engine chosen by the user or identified in their project; ask Unity / Godot / Unreal Engine / Three.js if unknown. The API web default is not user consent."
},
"capability": {
"type": "string",
"maxLength": 120,
"description": "Capability the kit must provide (exact id or prefix, e.g. vehicle.drive)."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…) to score results against. Default: the workspace’s most recently updated project."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
}
}
}| string |
| https URL of a concept or T-pose image. Image-to-3D. |
| provider | string | Default gpu for character/enemy/boss, with or without an image. Weapons and props use the server default. An explicit provider overrides this choice; tripo with an image uses meshy. gpu = our rented GPU: Hunyuan3D 2.1 (default engine) or TRELLIS.2 image-to-3D, then the game-ready chain (shape gate, normalisation, decimation, normal + AO bake from the high-poly, collider for props/weapons, meta.gameReady verdict); text-only first makes a concept image; no Tripo/Meshy generation spend. |
| polycount | number | Target triangles. |
| underwear | boolean | Characters: false = keep the described outfit |
| concept_item | string | Library concept / T-pose id (lib_…). Image-to-3D — not text-to-3D. |
| idempotency_key | string | Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt",
"kind"
],
"properties": {
"rig": {
"type": "boolean",
"description": "Characters with provider gpu only: true = rig with Tripo (only when Tripo is configured on the server); omitted = automatic rig on the GPU box (GripForge biped skeleton, meta.rig = tokenrig; the character stays unrigged with a note if it fails); false = no rig (meta.rig = none)."
},
"kind": {
"enum": [
"character",
"enemy",
"boss",
"weapon",
"prop"
],
"type": "string",
"description": "What to forge — rigged (character/enemy/boss) or static mesh (weapon/prop)"
},
"name": {
"type": "string",
"maxLength": 160,
"description": "Library item name (default: the prompt)"
},
"engine": {
"enum": [
"hunyuan",
"trellis2"
],
"type": "string",
"description": "GPU engine, only with provider gpu: hunyuan (Hunyuan3D 2.1, shape then paint) or trellis2 (TRELLIS.2). Server default GRIPFORGE_GPU_ENGINE, else hunyuan."
},
"prompt": {
"type": "string",
"maxLength": 2000,
"minLength": 3,
"description": "Description of the asset. Up to 2000 characters: the on-demand GPU (provider gpu) always takes them; another provider refuses a text over its own limit with the error prompt_too_long_for_provider."
},
"file_url": {
"type": "string",
"description": "https URL of a concept or T-pose image. Image-to-3D."
},
"provider": {
"enum": [
"tripo",
"meshy",
"gpu"
],
"type": "string",
"description": "Default gpu for character/enemy/boss, with or without an image. Weapons and props use the server default. An explicit provider overrides this choice; tripo with an image uses meshy. gpu = our rented GPU: Hunyuan3D 2.1 (default engine) or TRELLIS.2 image-to-3D, then the game-ready chain (shape gate, normalisation, decimation, normal + AO bake from the high-poly, collider for props/weapons, meta.gameReady verdict); text-only first makes a concept image; no Tripo/Meshy generation spend."
},
"polycount": {
"type": "number",
"description": "Target triangles."
},
"underwear": {
"type": "boolean",
"description": "Characters: false = keep the described outfit"
},
"concept_item": {
"type": "string",
"description": "Library concept / T-pose id (lib_…). Image-to-3D — not text-to-3D."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"description": "Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs."
}
}
}| idempotency_key | string |
| concept_provider | string | Default openai (GPT Image 2.5 Sunburst, high quality). xai explicitly selects Imagine. Provider is pinned in the durable job; never silently falls back. Read the provider-specific concept_quote. |
| concept_reference | object | Owned artistic reference to EDIT into new scene/isolated views. Distinct from recipe.concept, which reuses an existing front view without generation. Exclusive with recipe.concept/concepts/source and stage=build. |
| concept_presentation | string | Default scene: artistic concept in its neighbourhood preserving the user atmosphere and lighting. isolated: technical views of the SAME building for 3D reconstruction. Keep rich architectural detail in both. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"recipe"
],
"properties": {
"stage": {
"enum": [
"plan",
"concept",
"build"
],
"type": "string",
"description": "plan is free: exact prompts and separate image/3D quotes. concept creates reviewable workspace images. First review artistic scene, then isolated views of the SAME building, then build 3D from chosen isolated references."
},
"budget": {
"type": "object",
"properties": {
"usd": {
"type": "number",
"minimum": 0
},
"credits": {
"type": "number",
"minimum": 0
}
},
"description": "Required for paid concept/build: maximum GripForge credits OR subscription USD accepted. Use the quote funding currency: insufficient AI allowance falls back to GripForge credits for the whole new job, never both. Use plan.concept_quote for images, plan.quote for Meshy. Provider credits are separate.",
"additionalProperties": false
},
"recipe": {
"type": "object",
"required": [
"prompt"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_-]{0,47}$"
},
"use": {
"enum": [
"residential",
"retail",
"office",
"industrial",
"mixed"
],
"type": "string"
},
"look": {
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string",
"description": "Rendering look, separate from the game style: stylized (neutral) | painted | toon | anime | realistic | lowpoly | pixel. Old values (handpainted, cartoon, low_poly…) are read as aliases. Omit for the style default. Fills style when style is omitted; toon, anime and pixel add their phrase to the prompt."
},
"name": {
"type": "string",
"maxLength": 100,
"minLength": 1
},
"roof": {
"enum": [
"flat",
"pitched"
],
"type": "string"
},
"style": {
"enum": [
"realistic",
"stylized",
"lowpoly",
"handpainted"
],
"type": "string"
},
"facade": {
"type": "string",
"maxLength": 120
},
"finish": {
"type": "object",
"required": [
"version",
"remove",
"parts"
],
"properties": {
"parts": {
"type": "array",
"items": {
"oneOf": [
{
"type": "object",
"required": [
"kind",
"id",
"color",
"origin",
"width",
"height"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9_-]{1,48}$"
},
"yaw": {
"type": "number",
"maximum": 6.283185307179586,
"minimum": -6.283185307179586
},
"kind": {
"type": "string",
"const": "shutter"
},
"color": {
"type": "string",
"pattern": "^#[0-9a-f]{6}$"
},
"width": {
"type": "number",
"maximum": 15,
"minimum": 0.2
},
"height": {
"type": "number",
"maximum": 12,
"minimum": 0.1
},
"origin": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
}
]
},
"metalness": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"roughness": {
"type": "number",
"maximum": 1,
"minimum": 0.05
},
"slatHeight": {
"type": "number",
"maximum": 0.3,
"minimum": 0.035
}
},
"additionalProperties": false
},
{
"type": "object",
"required": [
"kind",
"id",
"color",
"points",
"height"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9_-]{1,48}$"
},
"kind": {
"type": "string",
"const": "railing"
},
"color": {
"type": "string",
"pattern": "^#[0-9a-f]{6}$"
},
"height": {
"type": "number",
"maximum": 12,
"minimum": 0.1
},
"points": {
"type": "array",
"items": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
}
]
},
"maxItems": 16,
"minItems": 2
},
"barRadius": {
"type": "number",
"maximum": 0.05,
"minimum": 0.006
},
"metalness": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"roughness": {
"type": "number",
"maximum": 1,
"minimum": 0.05
},
"barSpacing": {
"type": "number",
"maximum": 0.5,
"minimum": 0.05
},
"postRadius": {
"type": "number",
"maximum": 0.1,
"minimum": 0.015
},
"railRadius": {
"type": "number",
"maximum": 0.08,
"minimum": 0.01
},
"postSpacing": {
"type": "number",
"maximum": 3,
"minimum": 0.2
}
},
"additionalProperties": false
}
]
},
"maxItems": 32,
"minItems": 1
},
"remove": {
"type": "array",
"items": {
"type": "object",
"required": [
"center",
"size"
],
"properties": {
"size": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 100,
"minimum": 0.001
},
{
"type": "number",
"maximum": 100,
"minimum": 0.001
},
{
"type": "number",
"maximum": 100,
"minimum": 0.001
}
]
},
"center": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
},
{
"type": "number",
"maximum": 150,
"minimum": -150
}
]
},
"rotation": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 6.283185307179586,
"minimum": -6.283185307179586
},
{
"type": "number",
"maximum": 6.283185307179586,
"minimum": -6.283185307179586
},
{
"type": "number",
"maximum": 6.283185307179586,
"minimum": -6.283185307179586
}
]
}
},
"additionalProperties": false
},
"maxItems": 64
},
"version": {
"type": "number",
"const": 1
}
},
"description": "Free deterministic repair of an owned source + delivery. All coordinates are Y-up metres AFTER the returned importTransform. Explicit oriented removal boxes (rotation XYZ radians), regular shutters (+Z outward, yaw radians) and railing paths (feet, vertical posts, supports slopes). Measure and review regions first. Applied AFTER each LOD simplification to keep thin parts straight. Textures outside cuts stay byte-identical; removed surfaces are not capped. Triangle targets remain soft. No AI auto-segmentation or collision repair.",
"additionalProperties": false
},
"floors": {
"type": "integer",
"maximum": 30,
"minimum": 1
},
"prompt": {
"type": "string",
"maxLength": 300,
"minLength": 3
},
"source": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
},
"description": "Reuse an owned static GLB revision instead of paying for this building. The source is never modified.",
"additionalProperties": false
},
"concept": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
},
"description": "Owned PNG/JPEG/WebP revision for Meshy image-to-3D. At most 12 MiB. Mutually exclusive with source.",
"additionalProperties": false
},
"concepts": {
"type": "array",
"items": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
},
"additionalProperties": false
},
"maxItems": 4,
"minItems": 1,
"description": "Coherent views of ONE building, front first, for Meshy multi-image-to-3D. Exclusive with concept/source. Review coherence before building."
},
"delivery": {
"type": "object",
"required": [
"lods"
],
"properties": {
"lods": {
"type": "array",
"items": {
"type": "object",
"required": [
"triangles",
"textureSize"
],
"properties": {
"maxError": {
"type": "number",
"maximum": 0.02,
"minimum": 0
},
"triangles": {
"type": "integer",
"maximum": 200000,
"minimum": 1000
},
"lockBorder": {
"type": "boolean"
},
"textureSize": {
"anyOf": [
{
"type": "number",
"const": 1024
},
{
"type": "number",
"const": 2048
},
{
"type": "number",
"const": 4096
},
{
"type": "number",
"const": 8192
}
]
}
},
"additionalProperties": false
},
"maxItems": 3,
"minItems": 1
}
},
"description": "Preserve an immutable full-detail source without provider remeshing, then prepare 1–3 independent LOD GLBs. Highest detail first, decreasing triangles and texture sizes. Default maxError=.001, lockBorder=true prioritizes detail and may exceed targets. For distant levels, explicitly allow e.g. maxError=.005/.01 and lockBorder=false after review. Shared metric fit and preserved PBR. No normal rebake, runtime LOD switching or inferred collision. Also works with source at no provider cost.",
"additionalProperties": false
},
"provider": {
"enum": [
"meshy",
"tripo"
],
"type": "string",
"description": "3D provider pinned to this recipe, Meshy by default. Tripo v3.1 requires one reviewed concept (no multiview yet) and uses v3.5 PBR textures. No automatic paid provider fallback."
},
"polycount": {
"type": "integer",
"maximum": 80000,
"minimum": 4000
},
"dimensions": {
"type": "object",
"properties": {
"depth": {
"type": "number",
"maximum": 100,
"minimum": 3
},
"width": {
"type": "number",
"maximum": 100,
"minimum": 3
},
"height": {
"type": "number",
"maximum": 150,
"minimum": 3
}
},
"description": "Maximum footprint and height in metres. Uniform fit preserves proportions; actual dimensions are returned.",
"additionalProperties": false
},
"meshQuality": {
"type": "object",
"properties": {
"texture": {
"enum": [
"2k",
"4k",
"8k"
],
"type": "string"
},
"geometry": {
"enum": [
"standard",
"2k",
"4k"
],
"type": "string"
}
},
"description": "Meshy 7.1 quality. Defaults standard geometry and 2K PBR. Multi-image supports standard/2k geometry only. Texture resolution is preserved during optimization. Read the updated quote.",
"additionalProperties": false
},
"tripoQuality": {
"type": "object",
"properties": {
"texture": {
"enum": [
"standard",
"detailed",
"extreme"
],
"type": "string"
},
"geometry": {
"enum": [
"standard",
"detailed"
],
"type": "string"
}
},
"description": "Tripo-only quality; default detailed geometry and detailed textures. extreme requests 8K. Read the separate provider quote. Exclusive with Meshy meshQuality and source.",
"additionalProperties": false
}
},
"additionalProperties": false
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"concept_views": {
"type": "array",
"items": {
"enum": [
"front_right",
"front_left",
"rear_right",
"rear_left"
],
"type": "string"
},
"maxItems": 4,
"minItems": 1,
"description": "Unique views starting with front_right. Default one view for scene or Tripo, three for isolated Meshy. Tripo requires one view. Alternate views edit the SAME master. recipe.concept reuses an existing master; concept_reference guides a NEW master."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
},
"concept_provider": {
"enum": [
"openai",
"xai"
],
"type": "string",
"description": "Default openai (GPT Image 2.5 Sunburst, high quality). xai explicitly selects Imagine. Provider is pinned in the durable job; never silently falls back. Read the provider-specific concept_quote."
},
"concept_reference": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
},
"description": "Owned artistic reference to EDIT into new scene/isolated views. Distinct from recipe.concept, which reuses an existing front view without generation. Exclusive with recipe.concept/concepts/source and stage=build.",
"additionalProperties": false
},
"concept_presentation": {
"enum": [
"scene",
"isolated"
],
"type": "string",
"description": "Default scene: artistic concept in its neighbourhood preserving the user atmosphere and lighting. isolated: technical views of the SAME building for 3D reconstruction. Keep rich architectural detail in both."
}
}
}| file_url | string | https URL of a concept or T-pose image. Image-to-3D. |
| provider | string | Default gpu, with or without an image. An explicit provider overrides this choice; tripo with concept_item / file_url uses meshy. gpu = our rented GPU: Hunyuan3D 2.1 (default engine) or TRELLIS.2 image-to-3D, then the game-ready chain (shape gate, normalisation, decimation, normal + AO bake from the high-poly, meta.gameReady verdict); text-only first makes a concept image; no Tripo/Meshy generation spend. |
| polycount | number | Target triangles. Meshy characters default 8000 (low-poly FPS). |
| underwear | boolean | false = keep the described outfit. Implied false when an image is passed. |
| concept_item | string | Library concept / T-pose sheet id (lib_…). Image-to-3D from that picture — not text-to-3D. |
| idempotency_key | string | Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"rig": {
"type": "boolean",
"description": "Characters with provider gpu only: true = rig with Tripo (only when Tripo is configured on the server); omitted = automatic rig on the GPU box (GripForge biped skeleton, meta.rig = tokenrig; the character stays unrigged with a note if it fails); false = no rig (meta.rig = none)."
},
"kind": {
"enum": [
"character",
"enemy",
"boss"
],
"type": "string",
"description": "character | enemy | boss (boss → enemy + meta.boss)"
},
"name": {
"type": "string",
"maxLength": 160,
"description": "Library item name (default: the prompt)"
},
"engine": {
"enum": [
"hunyuan",
"trellis2"
],
"type": "string",
"description": "GPU engine, only with provider gpu: hunyuan (Hunyuan3D 2.1, shape then paint) or trellis2 (TRELLIS.2). Server default GRIPFORGE_GPU_ENGINE, else hunyuan."
},
"prompt": {
"type": "string",
"maxLength": 2000,
"minLength": 3,
"description": "Description. \"stylish gothic action enemy\" → tagged with that look, kind=enemy. Up to 2000 characters: the on-demand GPU (provider gpu) always takes them; another provider refuses a text over its own limit with the error prompt_too_long_for_provider."
},
"file_url": {
"type": "string",
"description": "https URL of a concept or T-pose image. Image-to-3D."
},
"provider": {
"enum": [
"tripo",
"meshy",
"gpu"
],
"type": "string",
"description": "Default gpu, with or without an image. An explicit provider overrides this choice; tripo with concept_item / file_url uses meshy. gpu = our rented GPU: Hunyuan3D 2.1 (default engine) or TRELLIS.2 image-to-3D, then the game-ready chain (shape gate, normalisation, decimation, normal + AO bake from the high-poly, meta.gameReady verdict); text-only first makes a concept image; no Tripo/Meshy generation spend."
},
"polycount": {
"type": "number",
"description": "Target triangles. Meshy characters default 8000 (low-poly FPS)."
},
"underwear": {
"type": "boolean",
"description": "false = keep the described outfit. Implied false when an image is passed."
},
"concept_item": {
"type": "string",
"description": "Library concept / T-pose sheet id (lib_…). Image-to-3D from that picture — not text-to-3D."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"description": "Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs."
}
}
}| idempotency_key | string |
| concept_provider | string |
| reviewed_anatomy | boolean |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"stage": {
"enum": [
"plan",
"build",
"rig"
],
"type": "string",
"default": "plan"
},
"budget": {
"type": "object",
"properties": {
"usd": {
"type": "number",
"maximum": 10000,
"minimum": 0
},
"credits": {
"type": "integer",
"maximum": 100000,
"minimum": 0
}
},
"additionalProperties": false
},
"profile": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"recipes": {
"type": "array",
"items": {
"type": "object",
"required": [
"id",
"name",
"prompt",
"family"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z][a-z0-9_-]{0,39}$"
},
"name": {
"type": "string",
"maxLength": 100,
"minLength": 1
},
"role": {
"enum": [
"fauna",
"enemy",
"companion",
"mount",
"boss"
],
"type": "string",
"default": "fauna"
},
"style": {
"type": "string",
"default": "stylized science-fiction adventure",
"maxLength": 300,
"minLength": 1
},
"family": {
"enum": [
"arthropod",
"quadruped",
"biped",
"winged",
"serpentine",
"other"
],
"type": "string"
},
"prompt": {
"type": "string",
"maxLength": 4000,
"minLength": 10
},
"size_m": {
"type": "number",
"default": 1,
"maximum": 100,
"minimum": 0.05
},
"source": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$"
},
"fileRole": {
"type": "string",
"maxLength": 100
},
"revisionId": {
"type": "string",
"maxLength": 100,
"minLength": 1
}
},
"additionalProperties": false
},
"concept": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$"
},
"fileRole": {
"type": "string",
"maxLength": 100
},
"revisionId": {
"type": "string",
"maxLength": 100,
"minLength": 1
}
},
"additionalProperties": false
},
"polycount": {
"type": "integer",
"default": 8000,
"maximum": 20000,
"minimum": 500
},
"locomotion": {
"enum": [
"ground",
"air",
"water"
],
"type": "string",
"default": "ground"
},
"required_clips": {
"type": "array",
"items": {
"type": "string",
"pattern": "^[a-z][a-z0-9_]{0,39}$"
},
"default": [
"idle",
"walk",
"run"
],
"maxItems": 24,
"minItems": 1
}
},
"additionalProperties": false
},
"maxItems": 8,
"minItems": 1,
"description": "One to eight distinct creatures; each variant needs its own id and prompt. Required for plan/build."
},
"allow_rerig": {
"type": "boolean"
},
"creature_id": {
"type": "string",
"pattern": "^[a-z][a-z0-9_-]{0,39}$"
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"generation_job": {
"type": "string",
"pattern": "^gen_[A-Za-z0-9_-]{8,64}$"
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
},
"concept_provider": {
"enum": [
"openai",
"xai"
],
"type": "string",
"default": "openai"
},
"reviewed_anatomy": {
"type": "boolean"
}
}
}| polycount | number | Target triangles (default 4000) |
| meshQuality | object | Meshy geometry and PBR texture quality. Requested texture resolution is retained through optimization. |
| concept_item | string | Owned concept image in this workspace (image-to-3D): Meshy by default, or our GPU with provider gpu (Hunyuan or TRELLIS.2 from this exact image). |
| concept_items | array | 2–4 distinct owned views of the same prop for Meshy multi-image-to-3D (exclusive with concept_item; geometry standard/2k). With provider gpu + engine trellis2: exactly 4 level views in the order front, left, back, right — Pixal3D builds the shape from all four. |
| idempotency_key | string | Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"name": {
"type": "string",
"maxLength": 160,
"description": "Library name"
},
"engine": {
"enum": [
"hunyuan",
"trellis2"
],
"type": "string",
"description": "GPU engine, only with provider gpu: hunyuan (Hunyuan3D 2.1, shape then paint) or trellis2 (TRELLIS.2). Server default GRIPFORGE_GPU_ENGINE, else hunyuan."
},
"prompt": {
"type": "string",
"maxLength": 2000,
"minLength": 3,
"description": "e.g. compact orange open-cockpit racing kart, isolated. Up to 2000 characters: the on-demand GPU (provider gpu) always takes them; another provider refuses a text over its own limit with the error prompt_too_long_for_provider."
},
"subtype": {
"enum": [
"vehicle",
"none"
],
"type": "string",
"description": "vehicle: made as the Vehicles prop sub-kind — no grip style, nose on +Z, the four wheels split with hub pivots so it drives. Then finished like a game car: paint, glass, chrome, grille and lamp materials, smoothed body, modelled wheels. Detected from the prompt (car, truck, van, kart…) when omitted; none opts out."
},
"optimize": {
"type": "boolean",
"description": "Default true; false retains the provider mesh for close-up review."
},
"provider": {
"enum": [
"meshy",
"tripo",
"gpu",
"compute"
],
"type": "string",
"description": "Default meshy (or the server default). gpu = our rented GPU: Hunyuan3D 2.1 (default engine) or TRELLIS.2 image-to-3D, then the game-ready chain (shape gate, normalisation, decimation, normal + AO bake from the high-poly, collider for props/weapons, meta.gameReady verdict); text-only first makes a concept image; no Tripo/Meshy spend. The server default can be gpu (GRIPFORGE_FORGE_DEFAULT=gpu|meshy). compute = GripForge Compute, ONLY when the user asks for it: textured prop/furniture from text or one concept_item, two GLBs (scene, detail), quoted and charged like the other providers; not for weapons or vehicles; refused while Compute is closed. Without provider the default generator is used."
},
"polycount": {
"type": "number",
"description": "Target triangles (default 4000)"
},
"meshQuality": {
"type": "object",
"required": [
"geometry",
"texture"
],
"properties": {
"texture": {
"enum": [
"2k",
"4k",
"8k"
],
"type": "string"
},
"geometry": {
"enum": [
"standard",
"2k",
"4k"
],
"type": "string"
}
},
"description": "Meshy geometry and PBR texture quality. Requested texture resolution is retained through optimization."
},
"concept_item": {
"type": "string",
"maxLength": 160,
"minLength": 1,
"description": "Owned concept image in this workspace (image-to-3D): Meshy by default, or our GPU with provider gpu (Hunyuan or TRELLIS.2 from this exact image)."
},
"concept_items": {
"type": "array",
"items": {
"type": "string",
"maxLength": 160,
"minLength": 1
},
"maxItems": 4,
"minItems": 2,
"description": "2–4 distinct owned views of the same prop for Meshy multi-image-to-3D (exclusive with concept_item; geometry standard/2k). With provider gpu + engine trellis2: exactly 4 level views in the order front, left, back, right — Pixal3D builds the shape from all four."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"description": "Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs."
}
}
}| idempotency_key | string | Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"name": {
"type": "string",
"maxLength": 160,
"description": "Library name (default: prompt)"
},
"style": {
"enum": [
"melee",
"gun",
"shield",
"staff"
],
"type": "string",
"description": "Grip style for attach (inferred if omitted)"
},
"engine": {
"enum": [
"hunyuan",
"trellis2"
],
"type": "string",
"description": "GPU engine, only with provider gpu: hunyuan (Hunyuan3D 2.1, shape then paint) or trellis2 (TRELLIS.2). Server default GRIPFORGE_GPU_ENGINE, else hunyuan."
},
"prompt": {
"type": "string",
"maxLength": 2000,
"minLength": 3,
"description": "e.g. \"tactical combat knife, silver blade, black grip\". Up to 2000 characters: the on-demand GPU (provider gpu) always takes them; another provider refuses a text over its own limit with the error prompt_too_long_for_provider."
},
"provider": {
"enum": [
"meshy",
"tripo",
"gpu"
],
"type": "string",
"description": "Default meshy (or the server default). gpu = our rented GPU: Hunyuan3D 2.1 (default engine) or TRELLIS.2 image-to-3D, then the game-ready chain (shape gate, normalisation, decimation, normal + AO bake from the high-poly, collider for props/weapons, meta.gameReady verdict); text-only first makes a concept image; no Tripo/Meshy spend. The server default can be gpu (GRIPFORGE_FORGE_DEFAULT=gpu|meshy)."
},
"polycount": {
"type": "number",
"description": "Target triangles (default 4000)"
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"description": "Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs."
}
}
}{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id",
"session_id",
"request_id",
"expected_revision"
],
"properties": {
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"request_id": {
"type": "string",
"pattern": "^[-\\w.]{1,96}$",
"description": "A new id of your choosing for this request (letters, digits, - _ .): its receipt is read with gripforge_runtime_receipt."
},
"session_id": {
"type": "string",
"maxLength": 96,
"description": "A live browser runtime session of the project, as listed by gripforge_runtime_sessions."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0,
"description": "The revision of the session as gripforge_runtime_sessions reports it: a request on another revision is refused."
}
}
}| Argument | Type | Description |
|---|---|---|
| brief | string | Preserve user visual references verbatim, then describe typography, shapes, density and hierarchy independently of the world setting. quote returns the exact concept_prompt for inspection. |
| theme | string | |
| title | string | |
| action | string | v2 reusable design workflow; omit to keep the survivor v1 export. |
| design | object | Full design returned by plan, with edited document/theme/brief. Without project: standalone get, concept and artistic review for any genre. With project: apply only. |
| hud_id | string | |
| preset | string | v1: survivor only (default) |
| capture | object | Use hashes from get, dimensions in CSS pixels, actual dpr/scale and captured game state. Caller-submitted evidence, not server attestation. |
| minimap | boolean | default false |
| out_dir | string | Suggested folder (hosted returns contents only; npm writes) |
| project | string | Game Kit project id. |
| bindings | object | Non-FPS web apply: element ID to explicit binding. Bars: {kind:"bar",value:"player.health",max:"player.health.max"}; currencies: {kind:"currencies",sources:[{variable:"bolts",label:"Bolts",default:0}]}; quests: {kind:"quest",service:"quest.graph"} or service:"mission.run" for mission.system. Mission guidance is required by default: current objective, direction arrow and distance from the kit target; missing spatial targets remain incomplete. Unsupported visible widgets are rejected. |
| document | object | Editable HUD Studio v2 document. |
| portrait | boolean | default true |
| provider | string | |
| template | string | tactical, rpg, survivor, kart, royale, moba; see templates. |
| currencies | array | default ["gem","mushroom","drop"] — unknown ids get the empty hex chip |
| health_max | integer | default 5 |
| quote_hash | string | Required for review and document-mode concept; forward the exact next payload from the quote. |
| health_type | string | default hearts |
| screen_item | string | Analysed/cut screen Library ID. Uses its original concept and stored layout; omit design, project and reference_item. get/workflow/review_quote/review. |
| capture_item | string | Owned private Library image containing only the actual HUD viewport, not the concept. Required for review_quote/review. |
| health_style | string | skin of the health display. For hearts: round, pixel, shield, star, orb, potion, skull, croix, goutte, eclair, feuille, losange, soleil, lune, patte, os, flamme, flocon, trefle, couronne, anneau, pomme, viande, bonbon, oeil, plume, gland, cloche, poing, aile, hexplaque, rune, bougie, champi, bouclier_pique, coeur_gel, coeur_or, coeur_ombre, batterie, retro. For bar: ronde, segments, scifi, pixel_bar, fantasy, tube, fleches, cellules_hex, oblique, double, fine, crantee, crochets, capsule, rivets, retro_rouge, retro_vert, retro_bleu, retro_jaune, gothique, scifi_energie, cartoon_aventure, horreur. Also accepts "custom:<slug>" from gripforge_hud_bar. Default: round (hearts) / ronde (bar). |
| review_budget | object | workflow: authorized cap for one review in the quoted currency. With a capture, schedules the existing reviewer automatically within this cap; repeated calls reuse the job. |
| reference_item | string | Document-mode review: chosen concept Library ID. No project link required; use concept result.reference_item or an existing reference. |
| idempotency_key | string | |
| review_provider | string | |
| reference_region | object | Normalized 0..1 crop of the concept gameplay panel; exclude menu studies. Defaults to full image. |
| renderer_version | string | Document mode: fingerprint of the actual HUD presenter/build including styles, fonts/assets and dependencies. Must match capture.renderer_version; declared by caller, not inferred from genre. |
| expected_revision | integer | Required for project apply/concept/review; omitted in document mode. Forward quote.next. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"brief": {
"type": "string",
"maxLength": 3000,
"description": "Preserve user visual references verbatim, then describe typography, shapes, density and hierarchy independently of the world setting. quote returns the exact concept_prompt for inspection."
},
"theme": {
"enum": [
"harbor",
"gothic",
"neon",
"minimal"
],
"type": "string"
},
"title": {
"type": "string",
"maxLength": 120
},
"action": {
"enum": [
"templates",
"plan",
"get",
"apply",
"quote",
"concept",
"review_quote",
"review",
"workflow"
],
"type": "string",
"description": "v2 reusable design workflow; omit to keep the survivor v1 export."
},
"design": {
"type": "object",
"description": "Full design returned by plan, with edited document/theme/brief. Without project: standalone get, concept and artistic review for any genre. With project: apply only.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"hud_id": {
"type": "string"
},
"preset": {
"type": "string",
"const": "survivor",
"description": "v1: survivor only (default)"
},
"capture": {
"type": "object",
"required": [
"design_hash",
"renderer_version",
"viewport",
"hud_scale",
"source",
"state"
],
"properties": {
"state": {
"type": "string",
"maxLength": 500
},
"source": {
"enum": [
"preview",
"runtime"
],
"type": "string"
},
"viewport": {
"type": "object",
"required": [
"width",
"height",
"dpr"
],
"properties": {
"dpr": {
"type": "number"
},
"width": {
"type": "number"
},
"height": {
"type": "number"
}
}
},
"hud_scale": {
"type": "number"
},
"design_hash": {
"type": "string"
},
"renderer_version": {
"type": "string"
}
},
"description": "Use hashes from get, dimensions in CSS pixels, actual dpr/scale and captured game state. Caller-submitted evidence, not server attestation."
},
"minimap": {
"type": "boolean",
"description": "default false"
},
"out_dir": {
"type": "string",
"description": "Suggested folder (hosted returns contents only; npm writes)"
},
"project": {
"type": "string",
"description": "Game Kit project id."
},
"bindings": {
"type": "object",
"description": "Non-FPS web apply: element ID to explicit binding. Bars: {kind:\"bar\",value:\"player.health\",max:\"player.health.max\"}; currencies: {kind:\"currencies\",sources:[{variable:\"bolts\",label:\"Bolts\",default:0}]}; quests: {kind:\"quest\",service:\"quest.graph\"} or service:\"mission.run\" for mission.system. Mission guidance is required by default: current objective, direction arrow and distance from the kit target; missing spatial targets remain incomplete. Unsupported visible widgets are rejected.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"document": {
"type": "object",
"description": "Editable HUD Studio v2 document.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"portrait": {
"type": "boolean",
"description": "default true"
},
"provider": {
"enum": [
"openai",
"xai"
],
"type": "string"
},
"template": {
"type": "string",
"maxLength": 40,
"description": "tactical, rpg, survivor, kart, royale, moba; see templates."
},
"currencies": {
"type": "array",
"items": {
"type": "string"
},
"maxItems": 6,
"description": "default [\"gem\",\"mushroom\",\"drop\"] — unknown ids get the empty hex chip"
},
"health_max": {
"type": "integer",
"maximum": 1000000,
"minimum": 1,
"description": "default 5"
},
"quote_hash": {
"type": "string",
"description": "Required for review and document-mode concept; forward the exact next payload from the quote."
},
"health_type": {
"enum": [
"hearts",
"bar"
],
"type": "string",
"description": "default hearts"
},
"screen_item": {
"type": "string",
"description": "Analysed/cut screen Library ID. Uses its original concept and stored layout; omit design, project and reference_item. get/workflow/review_quote/review."
},
"capture_item": {
"type": "string",
"description": "Owned private Library image containing only the actual HUD viewport, not the concept. Required for review_quote/review."
},
"health_style": {
"type": "string",
"description": "skin of the health display. For hearts: round, pixel, shield, star, orb, potion, skull, croix, goutte, eclair, feuille, losange, soleil, lune, patte, os, flamme, flocon, trefle, couronne, anneau, pomme, viande, bonbon, oeil, plume, gland, cloche, poing, aile, hexplaque, rune, bougie, champi, bouclier_pique, coeur_gel, coeur_or, coeur_ombre, batterie, retro. For bar: ronde, segments, scifi, pixel_bar, fantasy, tube, fleches, cellules_hex, oblique, double, fine, crantee, crochets, capsule, rivets, retro_rouge, retro_vert, retro_bleu, retro_jaune, gothique, scifi_energie, cartoon_aventure, horreur. Also accepts \"custom:<slug>\" from gripforge_hud_bar. Default: round (hearts) / ronde (bar)."
},
"review_budget": {
"type": "object",
"properties": {
"max_usd": {
"type": "number",
"minimum": 0
},
"max_credits": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 0
}
},
"description": "workflow: authorized cap for one review in the quoted currency. With a capture, schedules the existing reviewer automatically within this cap; repeated calls reuse the job."
},
"reference_item": {
"type": "string",
"description": "Document-mode review: chosen concept Library ID. No project link required; use concept result.reference_item or an existing reference."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
},
"review_provider": {
"enum": [
"anthropic",
"xai"
],
"type": "string"
},
"reference_region": {
"type": "object",
"required": [
"x",
"y",
"width",
"height"
],
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"width": {
"type": "number"
},
"height": {
"type": "number"
}
},
"description": "Normalized 0..1 crop of the concept gameplay panel; exclude menu studies. Defaults to full image."
},
"renderer_version": {
"type": "string",
"maxLength": 160,
"minLength": 10,
"description": "Document mode: fingerprint of the actual HUD presenter/build including styles, fonts/assets and dependencies. Must match capture.renderer_version; declared by caller, not inferred from genre."
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"description": "Required for project apply/concept/review; omitted in document mode. Forward quote.next.",
"exclusiveMinimum": 0
}
}
}| action* | string | import a screen · list the workspace HUDs · get one · shot = attach a capture of the screen in play to an existing HUD (id + screenshot) |
| embeds | object | import (Unreal): the nested Widget Blueprints this screen places (asset name → their T3D export, e.g. { WBP_Menu: "Begin Object…" }) so their buttons, bars and texts become elements of the screen instead of an empty box; the Unreal bridge /hud/get returns them as embeds |
| project | string | import: game project name (e.g. the .uproject / project folder) — the studio groups HUDs by project |
| filename | string | import: original file name (hud.tscn, HUD.prefab, GameHud.uxml, umg.txt…) |
| pictures | object | import: texture name → base64 PNG/JPEG of that picture (≤ 6 MB each, 60 max): stored in the Library and linked to the screen's images, buttons and bars — one call gives the screen its real art |
| textures | object | import: texture name → lib_… id of that picture pushed with gripforge_library_push (kind hud); links the screen's images, buttons and bars to their real art |
| screenshot | string | import / shot: base64 PNG or JPEG (≤ 16 MB, data URL accepted; stored packed to 1080p JPEG) of this screen captured while the game runs — becomes its thumbnail in My HUDs and the backdrop of the editor preview. Capture it in the engine: Unreal bridge GET http://127.0.0.1:8439/shot?play=1&level=/Game/Maps/MainMenu&wait=5 (opens that map, starts Play In Editor, captures with the UI, stops; without play=1 it captures the editor viewport), or an Unreal MCP capture_viewport during PIE; Godot get_viewport().get_texture().get_image().save_png(); Unity ScreenCapture.CaptureScreenshot |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"action"
],
"properties": {
"id": {
"type": "string",
"description": "get / shot: the HUD (hud_…); import: re-import into that existing HUD — its name, level, role and capture stay, its elements are replaced"
},
"name": {
"type": "string",
"maxLength": 120,
"description": "import: name of the HUD in the studio"
},
"role": {
"enum": [
"screen",
"widget"
],
"type": "string",
"description": "import: \"screen\" (a menu, a loading screen, the in-game HUD, a page) or \"widget\" (a component: a bar, a minimap, a button, a damage number); the studio lists a level's screens first and its widgets apart. Inferred from the footprint when omitted: a screen spans ≥ 45 % of the width or ≥ 60 % of the height"
},
"text": {
"type": "string",
"maxLength": 6291456,
"description": "import: the engine file content"
},
"level": {
"type": "string",
"maxLength": 80,
"description": "import: the level / map where this screen shows (MainMenu, Desert_Castle…) — the studio groups a project's screens by level; the Unreal bridge /hud/list gives it from the asset registry (widget ← blueprints ← map), otherwise trace which map references the screen"
},
"action": {
"enum": [
"import",
"list",
"get",
"shot"
],
"type": "string",
"description": "import a screen · list the workspace HUDs · get one · shot = attach a capture of the screen in play to an existing HUD (id + screenshot)"
},
"embeds": {
"type": "object",
"description": "import (Unreal): the nested Widget Blueprints this screen places (asset name → their T3D export, e.g. { WBP_Menu: \"Begin Object…\" }) so their buttons, bars and texts become elements of the screen instead of an empty box; the Unreal bridge /hud/get returns them as embeds",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "string"
}
},
"project": {
"type": "string",
"maxLength": 80,
"description": "import: game project name (e.g. the .uproject / project folder) — the studio groups HUDs by project"
},
"filename": {
"type": "string",
"maxLength": 200,
"description": "import: original file name (hud.tscn, HUD.prefab, GameHud.uxml, umg.txt…)"
},
"pictures": {
"type": "object",
"description": "import: texture name → base64 PNG/JPEG of that picture (≤ 6 MB each, 60 max): stored in the Library and linked to the screen's images, buttons and bars — one call gives the screen its real art",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "string"
}
},
"textures": {
"type": "object",
"description": "import: texture name → lib_… id of that picture pushed with gripforge_library_push (kind hud); links the screen's images, buttons and bars to their real art",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "string"
}
},
"screenshot": {
"type": "string",
"description": "import / shot: base64 PNG or JPEG (≤ 16 MB, data URL accepted; stored packed to 1080p JPEG) of this screen captured while the game runs — becomes its thumbnail in My HUDs and the backdrop of the editor preview. Capture it in the engine: Unreal bridge GET http://127.0.0.1:8439/shot?play=1&level=/Game/Maps/MainMenu&wait=5 (opens that map, starts Play In Editor, captures with the UI, stops; without play=1 it captures the editor viewport), or an Unreal MCP capture_viewport during PIE; Godot get_viewport().get_texture().get_image().save_png(); Unity ScreenCapture.CaptureScreenshot"
}
}
}| string |
| wizard* | object |
| concept | object | Exact chosen concept revision for stage=build. Mutually exclusive with concept_item. |
| sources | array |
| reference | object | Pinned source-environment screenshot for stage=concept only. Upload to Library and pin first. |
| structure | object | Optional explicit gripforge.map-structures.v1 plan for stage=build: terraces with polygon/elevation and separate ramp/bridge connections. Read gripforge_map_schema for the contract. Preserves canyon voids; validates bridge clearance, endpoints and slopes. Uses durable per-piece assets and the common SceneDocument. Dimensions must match wizard.dimensions. Solo maps only; result is a structural work version requiring visual review. |
| concept_item | string | Legacy Library concept image ID. Prefer an immutable concept reference. |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| source_concept | object | Existing immutable master to add views to, stage=concept only. Mutually exclusive with reference; never regenerate this master. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt",
"wizard"
],
"properties": {
"seed": {
"type": "integer",
"maximum": 2147483647,
"minimum": -2147483647
},
"stage": {
"enum": [
"concept",
"build"
],
"type": "string"
},
"views": {
"type": "array",
"items": {
"enum": [
"overview",
"top_down",
"entrance",
"objective"
],
"type": "string"
},
"maxItems": 4,
"minItems": 1,
"description": "Unique requested views, stage=concept only. The master overview is always included; omitting views keeps overview only."
},
"prompt": {
"type": "string",
"maxLength": 4000,
"minLength": 3
},
"wizard": {
"type": "object",
"properties": {
"boss": {
"type": "boolean"
},
"look": {
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string",
"description": "Rendering look, separate from the game style: stylized (neutral) | painted | toon | anime | realistic | lowpoly | pixel. Old values (handpainted, cartoon, low_poly…) are read as aliases. Omit for the style default. Map: the theme gives the biome, the look the materials (LevelSpec.look)."
},
"size": {
"enum": [
"small",
"medium",
"large"
],
"type": "string"
},
"spawn": {
"enum": [
"single",
"teams"
],
"type": "string"
},
"style": {
"enum": [
"realistic",
"stylized",
"lowpoly",
"handpainted"
],
"type": "string",
"description": "Legacy wording kept in the intent; it does not change the rendering. Use look."
},
"teams": {
"anyOf": [
{
"type": "number",
"const": 2
},
{
"type": "number",
"const": 4
}
]
},
"world": {
"enum": [
"open_world",
"closed_arena",
"dungeon",
"linear",
"battle_map"
],
"type": "string"
},
"terrain": {
"enum": [
"auto",
"plains",
"desert_canyon",
"forest",
"snow",
"island",
"volcanic"
],
"type": "string"
},
"boundary": {
"enum": [
"fixed",
"infinite"
],
"type": "string"
},
"safeZone": {
"type": "boolean"
},
"dimensions": {
"type": "object",
"required": [
"width",
"depth"
],
"properties": {
"depth": {
"type": "number",
"maximum": 5000,
"minimum": 100
},
"width": {
"type": "number",
"maximum": 5000,
"minimum": 100
}
},
"description": "Explicit ground footprint in metres. Overrides size presets and world multipliers. Example: {width:500,depth:500}. Four-team maps require a square."
},
"extraction": {
"type": "boolean"
}
},
"additionalProperties": {}
},
"concept": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
},
"description": "Exact chosen concept revision for stage=build. Mutually exclusive with concept_item."
},
"sources": {
"type": "array",
"items": {
"enum": [
"catalog",
"workspace",
"community"
],
"type": "string"
},
"maxItems": 3,
"minItems": 1
},
"reference": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
},
"description": "Pinned source-environment screenshot for stage=concept only. Upload to Library and pin first."
},
"structure": {
"type": "object",
"description": "Optional explicit gripforge.map-structures.v1 plan for stage=build: terraces with polygon/elevation and separate ramp/bridge connections. Read gripforge_map_schema for the contract. Preserves canyon voids; validates bridge clearance, endpoints and slopes. Uses durable per-piece assets and the common SceneDocument. Dimensions must match wizard.dimensions. Solo maps only; result is a structural work version requiring visual review.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"concept_item": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"description": "Legacy Library concept image ID. Prefer an immutable concept reference."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"source_concept": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
},
"description": "Existing immutable master to add views to, stage=concept only. Mutually exclusive with reference; never regenerate this master."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}| string |
| Reusable environment dressing; omit to qualify the greybox first |
| window_density | number | Share of boundary segments that get a window (default 0.25) |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"prompt"
],
"properties": {
"item": {
"type": "string",
"description": "lib_… traced plan from gripforge_map_concept (overrides the preset)"
},
"seed": {
"type": "integer",
"maximum": 4294967295,
"minimum": 0
},
"prompt": {
"type": "string",
"maxLength": 600,
"minLength": 2,
"description": "e.g. \"Original industrial harbor, 5v5, two objective sites and contested Mid\""
},
"target": {
"enum": [
"legacy",
"tactical"
],
"type": "string",
"description": "tactical: original fixed 5v5 greybox + controller route, collision and sightline reports; not certified balance"
},
"variant": {
"enum": [
"quay",
"switchyard",
"arcade"
],
"type": "string"
},
"windows": {
"enum": [
"shuttered",
"barred",
"none"
],
"type": "string",
"description": "Boundary windows: volets entrouverts (default), grilles bois, ou aucune"
},
"art_profile": {
"enum": [
"mediterranean-harbor",
"limestone-harbor"
],
"type": "string",
"description": "Reusable environment dressing; omit to qualify the greybox first"
},
"window_density": {
"type": "number",
"maximum": 1,
"minimum": 0,
"description": "Share of boundary segments that get a window (default 0.25)"
}
}
}| size | number | generate: side of the square map in metres. |
| apply | boolean | generate / dress: store the result in the project (default: preview only). |
| force | boolean | set: store a map that has errors. |
| lanes | integer | generate: number of lanes (default 3). |
| style | object | generate / dress: art direction stored with the map. Paved lanes, inset seals, bevelled stone borders, banks, plants, lilies and entrance lights. Bound Library models and textures take precedence. |
| walls | boolean | generate: rock walls behind the camps (default true). |
| action | string | Default: get. dress previews a finish for the existing map, without rebuilding its layout; apply: true saves it. |
| bushes | boolean | generate: stealth bushes along the lanes (default true). |
| divider | string | generate: what separates the halves (default river). |
| team_size | integer | generate: heroes per team (default 3 for one lane, 5 otherwise). |
| objectives | integer | generate: epic objectives on the divider. |
| project_id* | string | Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item. |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| camps_per_jungle | integer | generate: small camps in each jungle (default 2). |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"project_id"
],
"properties": {
"id": {
"type": "string",
"maxLength": 41,
"description": "generate: id of the new map (lowercase, digits, _)."
},
"map": {
"type": "object",
"description": "validate / set: a full map document.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"name": {
"type": "string",
"maxLength": 80,
"description": "generate: display name of the map."
},
"size": {
"type": "number",
"maximum": 400,
"minimum": 100,
"description": "generate: side of the square map in metres."
},
"apply": {
"type": "boolean",
"description": "generate / dress: store the result in the project (default: preview only)."
},
"force": {
"type": "boolean",
"description": "set: store a map that has errors."
},
"lanes": {
"type": "integer",
"maximum": 5,
"minimum": 1,
"description": "generate: number of lanes (default 3)."
},
"style": {
"type": "object",
"properties": {
"seed": {
"type": "integer",
"maximum": 2147483646,
"minimum": 0,
"description": "Repeatable finish, default 11."
},
"theme": {
"enum": [
"sanctum",
"wildwood",
"ashen"
],
"type": "string",
"description": "sanctum: pale carved stone, gold, contrasting groves and lilies; wildwood: mossy forest; ashen: weathered volcanic stone. Default: sanctum."
},
"detail": {
"enum": [
"low",
"medium",
"high"
],
"type": "string",
"description": "Procedural decoration budget, default high. Navigation is identical at all levels."
},
"relief": {
"enum": [
"landscape",
"terraced",
"flat"
],
"type": "string",
"description": "Default landscape: jungle plateaus, river banks and terraced gardens; shared terrain mesh, physics and unit heights. terraced keeps only the gardens; flat keeps a level map."
}
},
"description": "generate / dress: art direction stored with the map. Paved lanes, inset seals, bevelled stone borders, banks, plants, lilies and entrance lights. Bound Library models and textures take precedence.",
"additionalProperties": false
},
"walls": {
"type": "boolean",
"description": "generate: rock walls behind the camps (default true)."
},
"action": {
"enum": [
"get",
"generate",
"dress",
"validate",
"set"
],
"type": "string",
"description": "Default: get. dress previews a finish for the existing map, without rebuilding its layout; apply: true saves it."
},
"bushes": {
"type": "boolean",
"description": "generate: stealth bushes along the lanes (default true)."
},
"divider": {
"enum": [
"river",
"chasm",
"lava",
"void",
"none"
],
"type": "string",
"description": "generate: what separates the halves (default river)."
},
"team_size": {
"type": "integer",
"maximum": 5,
"minimum": 1,
"description": "generate: heroes per team (default 3 for one lane, 5 otherwise)."
},
"objectives": {
"type": "integer",
"maximum": 4,
"minimum": 0,
"description": "generate: epic objectives on the divider."
},
"project_id": {
"type": "string",
"maxLength": 80,
"minLength": 4,
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"camps_per_jungle": {
"type": "integer",
"maximum": 3,
"minimum": 0,
"description": "generate: small camps in each jungle (default 2)."
}
}
}{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"name": {
"type": "string",
"maxLength": 120,
"minLength": 2
},
"stage": {
"enum": [
"plan",
"build"
],
"type": "string",
"description": "plan (default, free): the clips that would be made and their price. build: queue the GPU job."
},
"prompts": {
"type": "array",
"items": {
"type": "object",
"required": [
"id",
"text"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-z0-9_]{1,40}$",
"description": "Clip name, snake_case (e.g. \"slash_combo\")"
},
"text": {
"type": "string",
"maxLength": 400,
"minLength": 8,
"description": "The body movement in one or two sentences, e.g. \"A warrior swings a heavy sword overhead, then spins and slashes horizontally.\""
},
"duration": {
"type": "number",
"maximum": 10,
"minimum": 1,
"description": "Seconds, default 3"
}
},
"additionalProperties": false
},
"maxItems": 12,
"minItems": 1,
"description": "Free clips, 1 to 12. Give either prompts or hero_concept_id."
},
"character_id": {
"type": "string",
"description": "Rigged Library character or enemy to retarget onto. Default: the UAL mannequin (any humanoid can reuse the clips later)."
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"hero_concept_id": {
"type": "string",
"description": "Kit mode: a hero concept with an ability kit (gripforge_game_concepts with hero_kits). Its basic attack and Q/W/E/R casts become one clip each, from the kit's \"animation\" lines."
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
}
}
}| source* | object |
| openAngle | number |
| thickness | number |
| removeMeshes | array |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"source"
],
"properties": {
"yaw": {
"type": "number",
"maximum": 180,
"minimum": -180
},
"cuts": {
"type": "array",
"items": {
"type": "object",
"required": [
"role",
"outline",
"depth"
],
"properties": {
"role": {
"enum": [
"Door_FL",
"Door_FR",
"Door_RL",
"Door_RR"
],
"type": "string"
},
"trim": {
"type": "object",
"required": [
"framePoints"
],
"properties": {
"cardTopY": {
"type": "number"
},
"cardColor": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 1,
"minimum": 0
},
{
"type": "number",
"maximum": 1,
"minimum": 0
},
{
"type": "number",
"maximum": 1,
"minimum": 0
}
]
},
"cardInsetM": {
"type": "number",
"maximum": 0.12,
"minimum": 0.01
},
"framePoints": {
"type": "array",
"items": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"maxItems": 12,
"minItems": 3
},
"sealRadiusM": {
"type": "number",
"maximum": 0.02,
"minimum": 0.002
},
"fitToSurface": {
"type": "boolean"
},
"frameRadiusM": {
"type": "number",
"maximum": 0.04,
"minimum": 0.003
}
}
},
"depth": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
}
]
},
"meshes": {
"type": "array",
"items": {
"type": "string",
"maxLength": 160,
"minLength": 1
},
"maxItems": 128,
"minItems": 1
},
"outline": {
"type": "array",
"items": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
}
]
},
"maxItems": 12,
"minItems": 3
},
"attachments": {
"type": "array",
"items": {
"type": "object",
"required": [
"bounds",
"meshes"
],
"properties": {
"bounds": {
"type": "array",
"prefixItems": [
{
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
{
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
}
]
},
"meshes": {
"type": "array",
"items": {
"type": "string",
"maxLength": 160,
"minLength": 1
},
"maxItems": 128,
"minItems": 1
}
}
},
"maxItems": 4
},
"clearanceDepthM": {
"type": "number",
"maximum": 3,
"minimum": 0
}
}
},
"maxItems": 4
},
"parts": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "array",
"items": {
"type": "string",
"maxLength": 160,
"minLength": 1
},
"maxItems": 64,
"minItems": 1
}
},
"hinges": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
}
},
"length": {
"type": "number",
"maximum": 7,
"minimum": 2.8
},
"source": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"fileRole": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"revisionId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
}
}
},
"openAngle": {
"type": "number",
"maximum": 85,
"minimum": 20
},
"thickness": {
"type": "number",
"maximum": 0.04,
"minimum": 0
},
"removeMeshes": {
"type": "array",
"items": {
"type": "string",
"maxLength": 160,
"minLength": 1
},
"maxItems": 128
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"name": {
"type": "string",
"maxLength": 80,
"minLength": 1
},
"save": {
"type": "boolean"
},
"config": {
"type": "object",
"properties": {
"seed": {
"type": "integer",
"maximum": 65535,
"minimum": 0
},
"color": {
"type": "string",
"pattern": "^#[a-f\\d]{6}$"
},
"style": {
"enum": [
"fire",
"ice",
"arcane",
"poison"
],
"type": "string"
},
"accent": {
"type": "string",
"pattern": "^#[a-f\\d]{6}$"
},
"radius": {
"type": "number",
"maximum": 1,
"minimum": 0.04
},
"quality": {
"enum": [
"low",
"high"
],
"type": "string"
},
"variant": {
"enum": [
"elemental",
"arcane-dart",
"ember-dart",
"venom-dart",
"crimson-bullet",
"frost-bullet",
"frost-orb",
"arcane-orb",
"solar-wisp",
"frost-wisp",
"carrot-shot",
"arcane-disc",
"ice-spear",
"venom-spear",
"venom-orb",
"void-comet",
"solar-comet",
"flame-coil",
"frost-coil",
"storm-bolt",
"solar-bolt"
],
"type": "string"
},
"version": {
"type": "number",
"const": 1
},
"trailLifetime": {
"type": "number",
"maximum": 1,
"minimum": 0.06
},
"impactDuration": {
"type": "number",
"maximum": 2,
"minimum": 0.15
}
},
"additionalProperties": false
},
"variants": {
"type": "array",
"items": {
"type": "string",
"maxLength": 40,
"minLength": 1
},
"maxItems": 20,
"minItems": 1
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}| any |
| workspace_id | string | Workspace authorized by the current key. Returned scene links open this workspace. |
| ambientOcclusion | any |
| expectedRevision* | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"id",
"expectedRevision"
],
"properties": {
"id": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"quality": {
"anyOf": [
{
"type": "object",
"required": [
"preset"
],
"properties": {
"preset": {
"enum": [
"performance",
"balanced",
"quality"
],
"type": "string"
},
"sharpness": {
"type": "number",
"maximum": 0.5,
"minimum": 0
},
"resolutionScale": {
"type": "number",
"maximum": 1,
"minimum": 0.5
}
}
},
{
"type": "null"
}
]
},
"automotive": {
"type": "object",
"properties": {
"look": {
"enum": [
"studio",
"daylight"
],
"type": "string"
},
"ground": {
"type": "boolean"
},
"lengthM": {
"type": "number",
"maximum": 25,
"minimum": 1
},
"quality": {
"enum": [
"performance",
"balanced",
"quality"
],
"type": "string"
},
"depthOfField": {
"type": "boolean"
},
"focusDistanceM": {
"type": "number",
"maximum": 1000,
"minimum": 0.1
}
}
},
"assignments": {
"type": "array",
"items": {
"type": "object",
"required": [
"nodeId",
"surface"
],
"properties": {
"nodeId": {
"type": "string",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$"
},
"surface": {
"anyOf": [
{
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
{
"type": "null"
}
]
},
"material": {
"type": "string",
"maxLength": 256,
"minLength": 1
}
}
},
"maxItems": 100
},
"colorGrading": {
"anyOf": [
{
"type": "object",
"required": [
"contrast",
"saturation",
"temperature"
],
"properties": {
"contrast": {
"type": "number",
"maximum": 1.5,
"minimum": 0.5
},
"saturation": {
"type": "number",
"maximum": 1.5,
"minimum": 0
},
"temperature": {
"type": "number",
"maximum": 1,
"minimum": -1
}
}
},
{
"type": "null"
}
]
},
"depthOfField": {
"anyOf": [
{
"type": "object",
"required": [
"enabled",
"focusDistanceM",
"aperture",
"maxBlur"
],
"properties": {
"enabled": {
"type": "boolean"
},
"maxBlur": {
"type": "number",
"maximum": 0.02,
"minimum": 0
},
"aperture": {
"type": "number",
"maximum": 0.01,
"minimum": 0
},
"focusDistanceM": {
"type": "number",
"maximum": 1000,
"minimum": 0.1
}
}
},
{
"type": "null"
}
]
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Returned scene links open this workspace."
},
"ambientOcclusion": {
"anyOf": [
{
"type": "object",
"required": [
"enabled",
"radius",
"intensity",
"quality"
],
"properties": {
"radius": {
"type": "number",
"maximum": 3,
"minimum": 0.02
},
"enabled": {
"type": "boolean"
},
"quality": {
"enum": [
"low",
"medium",
"high"
],
"type": "string"
},
"intensity": {
"type": "number",
"maximum": 1,
"minimum": 0
}
}
},
{
"type": "null"
}
]
},
"expectedRevision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}| string |
| workspace_id | string | Workspace authorized by the current key. Never infer another user’s workspace. |
| launchTemplate | string |
| privateNetwork | boolean | Bind game ports to host loopback for a WSS proxy. Default true for gfnet. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"name"
],
"properties": {
"demo": {
"type": "boolean"
},
"name": {
"type": "string",
"maxLength": 80,
"minLength": 1
},
"hints": {
"type": "string",
"maxLength": 2000
},
"image": {
"type": "string",
"maxLength": 200
},
"engine": {
"enum": [
"unity",
"unreal",
"godot",
"custom"
],
"type": "string"
},
"region": {
"type": "string",
"maxLength": 40
},
"command": {
"type": "array",
"items": {
"type": "string",
"maxLength": 4096
},
"maxItems": 128
},
"gamePort": {
"type": "integer",
"maximum": 65535,
"minimum": 1
},
"maxPlayers": {
"type": "integer",
"maximum": 200,
"minimum": 1
},
"networking": {
"enum": [
"fishnet",
"ngo",
"mirror",
"photon",
"enet",
"gfnet",
"custom",
"unknown"
],
"type": "string"
},
"sourceKind": {
"enum": [
"project",
"git",
"upload",
"docker"
],
"type": "string"
},
"environment": {
"enum": [
"production",
"staging",
"development"
],
"type": "string"
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Workspace authorized by the current key. Never infer another user’s workspace."
},
"launchTemplate": {
"type": "string",
"maxLength": 2000
},
"privateNetwork": {
"type": "boolean",
"description": "Bind game ports to host loopback for a WSS proxy. Default true for gfnet."
}
}
}{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"refs": {
"type": "array",
"items": {
"type": "string"
},
"maxItems": 5,
"description": "pinned reference lib ids"
},
"clear": {
"type": "boolean",
"description": "remove the workspace style"
},
"edges": {
"enum": [
"soft",
"hard"
],
"type": "string"
},
"palette": {
"type": "array",
"items": {
"type": "object",
"required": [
"hex"
],
"properties": {
"hex": {
"type": "string"
},
"name": {
"type": "string"
}
}
},
"maxItems": 6,
"description": "2-6 colors, e.g. [{hex:\"#8b1a1a\",name:\"blood red\"}]"
},
"realism": {
"enum": [
"stylized",
"semi",
"realistic"
],
"type": "string"
},
"direction": {
"type": "string",
"maxLength": 500,
"description": "art direction, e.g. \"gothic, worn leather, tarnished metal\""
},
"saturation": {
"enum": [
"muted",
"balanced",
"vivid"
],
"type": "string"
},
"extract_from": {
"type": "array",
"items": {
"type": "string"
},
"maxItems": 5,
"description": "image lib ids — extract the palette from them"
}
}
}| segments | integer | Wheel roundness: 64 default, 24 for mobile |
| idempotency_key | string |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"type": "string",
"description": "Library id; with repair pins source, without repair uses legacy finish"
},
"name": {
"type": "string"
},
"repair": {
"type": "object",
"required": [
"regions"
],
"properties": {
"rig": {
"type": "object",
"required": [
"wheelRadius",
"wheelWidth"
],
"properties": {
"wheelWidth": {
"type": "number"
},
"wheelRadius": {
"type": "number"
}
}
},
"denoise": {
"type": "object",
"properties": {
"iterations": {
"type": "integer",
"maximum": 80,
"minimum": 1
},
"maxOffsetM": {
"type": "number",
"maximum": 0.05,
"minimum": 0
},
"normalIterations": {
"type": "integer",
"maximum": 30,
"minimum": 0
}
},
"description": "Bounded Body smoothing across UV seams; pins open boundaries, retains UVs and wheel/caliper transforms; review small details"
},
"regions": {
"type": "array",
"items": {
"type": "object",
"required": [
"name",
"bounds",
"select",
"surface",
"fitAxis"
],
"properties": {
"name": {
"type": "string"
},
"bounds": {
"type": "array",
"prefixItems": [
{
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
{
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
}
]
},
"select": {
"enum": [
"neutral",
"paint",
"all"
],
"type": "string"
},
"fitAxis": {
"enum": [
"x",
"y",
"z"
],
"type": "string"
},
"surface": {
"enum": [
"glass",
"paint"
],
"type": "string"
},
"maxOffsetM": {
"type": "number",
"maximum": 0.05,
"minimum": 0
}
}
},
"maxItems": 16
},
"calipers": {
"type": "object",
"required": [
"color"
],
"properties": {
"color": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"tolerance": {
"type": "number",
"maximum": 0.4,
"minimum": 0.05
}
}
},
"features": {
"type": "object",
"properties": {
"marks": {
"type": "array",
"items": {
"type": "object",
"required": [
"name",
"kind",
"position",
"normal",
"up",
"widthM",
"heightM"
],
"properties": {
"up": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"kind": {
"enum": [
"decal",
"badge",
"text"
],
"type": "string"
},
"name": {
"type": "string",
"maxLength": 80,
"minLength": 1
},
"text": {
"type": "string",
"maxLength": 48,
"minLength": 1
},
"depthM": {
"type": "number",
"maximum": 0.01,
"minimum": 0
},
"normal": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"target": {
"enum": [
"Body",
"Wheel_FL",
"Wheel_FR",
"Wheel_RL",
"Wheel_RR"
],
"type": "string"
},
"widthM": {
"type": "number",
"maximum": 0.8,
"minimum": 0.005
},
"artwork": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string"
},
"fileRole": {
"type": "string"
},
"revisionId": {
"type": "string"
}
}
},
"heightM": {
"type": "number",
"maximum": 0.8,
"minimum": 0.005
},
"mirrorX": {
"type": "boolean"
},
"offsetM": {
"type": "number",
"maximum": 0.01,
"minimum": 0.0002
},
"outline": {
"type": "array",
"items": {
"type": "array",
"prefixItems": [
{
"type": "number",
"maximum": 0.5,
"minimum": -0.5
},
{
"type": "number",
"maximum": 0.5,
"minimum": -0.5
}
]
},
"maxItems": 64,
"minItems": 3
},
"material": {
"type": "object",
"properties": {
"ior": {
"type": "number",
"maximum": 2.5,
"minimum": 1
},
"coat": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"color": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"emission": {
"type": "number",
"maximum": 10,
"minimum": 0
},
"metallic": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"roughness": {
"type": "number",
"maximum": 1,
"minimum": 0.02
},
"transmission": {
"type": "number",
"maximum": 1,
"minimum": 0
}
}
},
"position": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"receiver": {
"type": "string",
"maxLength": 120,
"minLength": 1
},
"segments": {
"type": "integer",
"maximum": 32,
"minimum": 4
},
"maxDistanceM": {
"type": "number",
"maximum": 0.12,
"minimum": 0.001
}
}
},
"maxItems": 32,
"description": "Surface-fitted logos and relief: decals require pinned PNG artwork; badges add thickness and a convex outline; text makes mesh lettering. Explicit normal/up frame; target wheel marks spin with that wheel. Optional receiver scopes fitting to a mesh in the target. PNGs <=1 MiB/2048px, max 16 distinct sources. No URLs or local paths."
},
"curves": {
"type": "array",
"items": {
"type": "object",
"required": [
"name",
"points"
],
"properties": {
"name": {
"type": "string"
},
"closed": {
"type": "boolean"
},
"points": {
"type": "array",
"items": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"maxItems": 128,
"minItems": 2
},
"mirrorX": {
"type": "boolean"
},
"radiusM": {
"type": "number",
"maximum": 0.08,
"minimum": 0.0005
},
"material": {
"type": "object",
"properties": {
"ior": {
"type": "number",
"maximum": 2.5,
"minimum": 1
},
"coat": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"color": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"emission": {
"type": "number",
"maximum": 10,
"minimum": 0
},
"metallic": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"roughness": {
"type": "number",
"maximum": 1,
"minimum": 0.02
},
"transmission": {
"type": "number",
"maximum": 1,
"minimum": 0
}
}
},
"fitSurface": {
"type": "object",
"required": [
"axis"
],
"properties": {
"axis": {
"enum": [
"x",
"y",
"z"
],
"type": "string"
},
"panel": {
"type": "string",
"maxLength": 80,
"minLength": 1
},
"offsetM": {
"type": "number",
"maximum": 0.01,
"minimum": 0
},
"direction": {
"anyOf": [
{
"type": "number",
"const": 1
},
{
"type": "number",
"const": -1
}
]
}
}
}
}
},
"maxItems": 256
},
"panels": {
"type": "array",
"items": {
"type": "object",
"required": [
"name",
"points"
],
"properties": {
"name": {
"type": "string"
},
"normal": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"points": {
"type": "array",
"items": {
"type": "array",
"items": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"maxItems": 12,
"minItems": 2
},
"maxItems": 12,
"minItems": 2
},
"mirrorX": {
"type": "boolean"
},
"replace": {
"type": "object",
"required": [
"axis"
],
"properties": {
"axis": {
"enum": [
"x",
"y",
"z"
],
"type": "string"
},
"depthM": {
"type": "number",
"maximum": 0.5,
"minimum": 0.001
}
}
},
"material": {
"type": "object",
"properties": {
"ior": {
"type": "number",
"maximum": 2.5,
"minimum": 1
},
"coat": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"color": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"emission": {
"type": "number",
"maximum": 10,
"minimum": 0
},
"metallic": {
"type": "number",
"maximum": 1,
"minimum": 0
},
"roughness": {
"type": "number",
"maximum": 1,
"minimum": 0.02
},
"transmission": {
"type": "number",
"maximum": 1,
"minimum": 0
}
}
},
"segmentsU": {
"type": "integer",
"maximum": 96,
"minimum": 4
},
"segmentsV": {
"type": "integer",
"maximum": 96,
"minimum": 4
},
"structural": {
"type": "boolean",
"description": "New coachwork shell, required with replaceBody; cannot fit or clip the discarded source."
},
"fitBoundary": {
"type": "object",
"required": [
"axis"
],
"properties": {
"axis": {
"enum": [
"x",
"y",
"z"
],
"type": "string"
},
"offsetM": {
"type": "number",
"maximum": 0.01,
"minimum": 0
},
"direction": {
"anyOf": [
{
"type": "number",
"const": 1
},
{
"type": "number",
"const": -1
}
]
},
"fullSurface": {
"type": "boolean"
}
}
},
"sealRadiusM": {
"type": "number",
"maximum": 0.03,
"minimum": 0.0005
}
}
},
"maxItems": 32
},
"replaceBody": {
"type": "boolean",
"description": "Explicitly replace coachwork in a new work copy using structural panels; preserve wheels and Body calipers."
}
},
"description": "Measured panels, curves, badges and decals; explicit PBR, clipping, symmetry, 250k vertex budget."
},
"cleanPaint": {
"type": "boolean"
},
"paintColor": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"wheelRebuild": {
"type": "object",
"required": [
"radiusM",
"widthM"
],
"properties": {
"spokes": {
"type": "integer",
"maximum": 12,
"minimum": 3
},
"trackM": {
"type": "number",
"maximum": 6,
"minimum": 0.3
},
"widthM": {
"type": "number",
"maximum": 0.8,
"minimum": 0.05
},
"radiusM": {
"type": "number",
"maximum": 1.5,
"minimum": 0.1
},
"segments": {
"type": "integer",
"maximum": 128,
"minimum": 24
}
},
"description": "Replace generated wheel meshes with measured tyres, dished spokes and brake rotors. Optional trackM adjusts axle track and matching explicit Body calipers together; omitted preserves wheel pivots."
}
},
"description": "Guided surface repair; never edits the source"
},
"smooth": {
"type": "integer",
"maximum": 60,
"minimum": 0,
"description": "Body smoothing passes (default 15, 0 = none)"
},
"source": {
"type": "object",
"required": [
"assetId",
"revisionId"
],
"properties": {
"assetId": {
"type": "string"
},
"fileRole": {
"type": "string"
},
"revisionId": {
"type": "string"
}
},
"description": "Pinned static source, instead of id"
},
"wheels": {
"type": "boolean",
"description": "false keeps the generated wheels"
},
"segments": {
"type": "integer",
"maximum": 128,
"minimum": 12,
"description": "Wheel roundness: 64 default, 24 for mobile"
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
}
}
}| Natural-language VFX prompt. Fills type/style/color/emitters when omitted. |
| duration | number | Seconds (default 0.25) |
| emitters | array | Emitters returned by gripforge_vfx_generate. |
| attach_id | string | Library bind id (lib_…). Not required for meteor. |
| generation | object | Generation provenance returned by gripforge_vfx_generate. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"core": {
"type": "number",
"maximum": 0.4,
"minimum": 0.02,
"description": "portal only: shadow-core radius as a fraction of the portal (default 0.09)"
},
"look": {
"enum": [
"toon",
"solid",
"crystal",
"flame",
"pulse",
"firejet",
"impact"
],
"type": "string",
"description": "toon: stylized ribbon/lightning; solid: filled beam; crystal: faceted weapon trail; flame: burning crescent; pulse: released electric orb; firejet: flared fire stream with torn tongues and pressure rings; impact: slam-family comic explosion with red telegraph, violet core, ink debris and optional impact frames"
},
"name": {
"type": "string",
"maxLength": 80
},
"type": {
"enum": [
"slash",
"thrust",
"spin",
"meteor",
"beam",
"swing",
"claw",
"charge",
"shield",
"portal",
"slam"
],
"type": "string",
"description": "Strike type (default slash). portal = standing blood rift / demonic seal (world-space, loops); slam = ground-impact eruption: light pillar + fireball + sparks/debris (world-space, one-shot)"
},
"color": {
"type": "string",
"description": "Hex color"
},
"style": {
"enum": [
"energy",
"metal",
"magic"
],
"type": "string",
"description": "Look (default energy)"
},
"width": {
"type": "number",
"description": "Ribbon width in metres"
},
"prompt": {
"type": "string",
"description": "Natural-language VFX prompt. Fills type/style/color/emitters when omitted."
},
"duration": {
"type": "number",
"description": "Seconds (default 0.25)"
},
"emitters": {
"type": "array",
"items": {
"type": "object",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"maxItems": 6,
"description": "Emitters returned by gripforge_vfx_generate."
},
"attach_id": {
"type": "string",
"description": "Library bind id (lib_…). Not required for meteor."
},
"generation": {
"type": "object",
"description": "Generation provenance returned by gripforge_vfx_generate.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
}
}
}| string |
| Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace. |
| idempotency_key | string |
| expected_revision | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]+$"
},
"look": {
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string",
"description": "Rendering look, separate from the game style: stylized (neutral) | painted | toon | anime | realistic | lowpoly | pixel. Old values (handpainted, cartoon, low_poly…) are read as aliases. Omit for the style default."
},
"prompt": {
"type": "string",
"maxLength": 2000
},
"image_id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]+$"
},
"image_data": {
"type": "string",
"maxLength": 12582912
},
"image_mode": {
"enum": [
"spatial",
"animated-artwork"
],
"type": "string",
"description": "Default spatial: build a 3D effect. animated-artwork explicitly opts into a flat animated illustration."
},
"visual_style": {
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string",
"description": "Rendering look of the effect (same vocabulary as look). Default stylized."
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]+$"
},
"note": {
"type": "string",
"maxLength": 1000
},
"edits": {
"type": "array",
"items": {
"type": "object",
"required": [
"path",
"content"
],
"properties": {
"path": {
"type": "string",
"maxLength": 100
},
"content": {
"type": "string",
"maxLength": 400000
}
}
},
"maxItems": 24,
"minItems": 1
},
"times": {
"type": "array",
"items": {
"type": "number",
"maximum": 12,
"minimum": 0
},
"maxItems": 4,
"minItems": 1,
"description": "Render timestamps in seconds. Defaults to anticipation, middle and decay samples."
},
"project": {
"type": "object",
"description": "Complete editable project JSON. Read gripforge_vfx_project_schema for the format and a working example.",
"propertyNames": {
"type": "string"
},
"additionalProperties": {}
},
"workspace_id": {
"type": "string",
"maxLength": 100,
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace."
},
"idempotency_key": {
"type": "string",
"maxLength": 160,
"minLength": 8
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"exclusiveMinimum": 0
}
}
}| workspace_id | string |
| expected_revision | integer |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"q": {
"type": "string",
"maxLength": 100
},
"scope": {
"enum": [
"all",
"mine",
"community"
],
"type": "string"
},
"action": {
"enum": [
"schema",
"list",
"get",
"characters",
"assign"
],
"type": "string",
"default": "list"
},
"speaker": {
"type": "string",
"maxLength": 100,
"minLength": 1
},
"language": {
"type": "string",
"maxLength": 20,
"description": "list defaults to English (en); use all for every language. assign requires an explicit tested language."
},
"voice_id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$"
},
"project_id": {
"type": "string",
"pattern": "^gkp_[A-Za-z0-9_-]+$"
},
"instructions": {
"type": "string",
"maxLength": 500
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"expected_revision": {
"type": "integer",
"maximum": 9007199254740991,
"minimum": 1
}
}
}| string |
| primaryAnchor | array |
| idempotency_key | string |
| secondaryAnchor | array | Required for two hands; weapon-node local coordinates. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"source_id"
],
"properties": {
"hand": {
"enum": [
"left",
"right"
],
"type": "string"
},
"name": {
"type": "string",
"maxLength": 150
},
"hands": {
"anyOf": [
{
"type": "number",
"const": 1
},
{
"type": "number",
"const": 2
}
]
},
"slots": {
"type": "array",
"items": {
"enum": [
"idle",
"walk",
"run",
"attack1",
"attack2",
"attack3",
"hit",
"death",
"dodge",
"block",
"jump_start",
"jump_loop",
"jump_land"
],
"type": "string"
},
"maxItems": 13,
"minItems": 1
},
"family": {
"enum": [
"axe",
"sword",
"hammer",
"staff"
],
"type": "string",
"description": "Required on the first call. Never infer axe vs sword from geometry alone."
},
"edgeAxis": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"source_id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$"
},
"handleAxis": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"weaponNode": {
"type": "string",
"maxLength": 150
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"primaryAnchor": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"idempotency_key": {
"type": "string",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$"
},
"secondaryAnchor": {
"type": "array",
"description": "Required for two hands; weapon-node local coordinates.",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
}
}
}| array |
| Required for two hands; weapon-node local coordinates. |
{
"type": "object",
"$schema": "https://json-schema.org/draft/2020-12/schema",
"required": [
"source_id"
],
"properties": {
"hand": {
"enum": [
"left",
"right"
],
"type": "string"
},
"hands": {
"anyOf": [
{
"type": "number",
"const": 1
},
{
"type": "number",
"const": 2
}
]
},
"family": {
"enum": [
"axe",
"sword",
"hammer",
"staff"
],
"type": "string",
"description": "Required on the first call. Never infer axe vs sword from geometry alone."
},
"edgeAxis": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"source_id": {
"type": "string",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$"
},
"handleAxis": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"weaponNode": {
"type": "string",
"maxLength": 150
},
"workspace_id": {
"type": "string",
"maxLength": 100
},
"primaryAnchor": {
"type": "array",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
},
"secondaryAnchor": {
"type": "array",
"description": "Required for two hands; weapon-node local coordinates.",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
]
}
}
}