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R3

by r3js.org in Other

MCP serverPassing, checked 8 h ago

Build 3D web apps: physics, audio, music, Blender import. Live edits, undo, versions, publishing.

https://mcp.r3js.org/mcp
Tools
60
open to any client
Uptime
100%
last 30 days
Response time
237 ms
523 ms slowest 5%
Last check
Passed
8 h ago, next any minute now

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Reliability

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Status and outage history · Atom feed · Watch with other listings

How to connect

Add it to any MCP client that supports remote servers.

{
  "mcpServers": {
    "r3": {
      "type": "http",
      "url": "https://mcp.r3js.org/mcp"
    }
  }
}

60 tools

  • r3_docs_list

    Every R3 document this server can give you, IN THE ORDER TO READ THEM, with what each one covers and how big it is. Start here: no model has R3 in its pretraining, and code written from tool descriptions alone saves cleanly and then silently does nothing. Read one with…

  • r3_docs_read

    Return one R3 document in full, or one API symbol. Paths come from r3_docs_list: r3_docs_read("CODE_PATTERNS.md") how a Code component is written — read this first r3_docs_read("PHYSICS_USAGE.md") colliders, rigid bodies, joints r3_docs_read("api")…

  • r3_whoami

    Report the R3 account you act for, how you are connected (an agent key, or an app connection made with Sign in with R3), what you are allowed to do, and whether the R3 platform is reachable. Call this first: it verifies your credential end to end and tells you which capabilities…

  • r3_project_create

    Create a new R3 project and save it to the user's account. Produces a complete, openable project — scene, world, camera, renderer, lighting, audio listener and music transport — ready for components to be added. Pass `template` for a phone project (mobile-portrait /…

  • r3_project_list

    List the projects this R3 account can work on — its own and its teams' — last updated first, with the projectId every other project tool takes. Start here whenever the user names a project ("my slot machine") rather than giving an id: search for it, then pass its projectId to…

  • r3_project_load

    List the components in an existing R3 project — what it contains and, for each one, its entityRef: the name code addresses it by (`this['mesh_cube_1']`). Read this before writing any code for a project, and after any tool call whose outcome was reported as unknown, to see what…

  • r3_preview_create

    Create a shareable preview link for a saved R3 project, so a person can open it in a browser and see it running. The link is valid for 24 hours and does NOT make the project public. Use this to show the user what you built. Takes the projectId returned by r3_project_create. When…

  • r3_preview_remove

    Remove the preview link of an R3 project: every preview link to it stops working at once (teammates' too). Only when the user asked for it, or on your own when the preview link is what blocks an r3_project_delete you were asked to do: a preview link is temporary, so you may…

  • r3_publish_live

    Publish an R3 project live: makes a RELEASE (a frozen copy) of the project as it is now and makes it the one its public live URL shows, for anyone. Only when the user asked for it. Changing the project does NOT change the live site; r3_publish_live does: on a project that is…

  • r3_unpublish_live

    Take a live R3 project offline: its public live URL stops working at once, and the live-project slot it used on the plan is free again. Only when the user asked for it. Other people open a live project, so when it blocks an r3_project_delete, ask the user first: never take it…

  • r3_release_list

    List the releases of an R3 project, newest first: number, date, who made it, note, size, which one is LIVE (what the public URL shows), pinned, and releases in the trash (restorable for 7 days). Also says whether the project has saved changes that are not live yet: saving does…

  • r3_release_rollback

    Make an earlier release of a live R3 project the one its public URL shows again (rollback, or forward again). Only when the user asked for it. The project must be live; this never uses a plan slot. A release in the trash or one marked incomplete is refused. Nothing is deleted…

  • r3_publish_settings_read

    Read the publish settings of one of the user's own R3 projects in this environment — what the app's Deploy → Settings shows: Works on (keyboard / touch / both / not tested), the SEO title and description that search engines and link previews show, how the live page starts (Start…

  • r3_publish_settings_set

    Change publish settings of one of the user's own R3 projects in this environment — the app's Deploy → Settings. Only the settings named change (the rest stay as they are). Only when the user asked for it, or approved the text: these settings shape the PUBLIC live page — its…

  • r3_project_rename

    Rename a project: the name shown in the user's project list, the editor's title and the live page. The same change as clicking the title in the R3 editor, kept at once in the project's live copy (every open R3 tab shows it). The public address does not change: a preview or live…

  • r3_project_delete

    Permanently delete an R3 project. With the project:delete:created right (on by default), only a project YOU created (this agent key or app connection) — use it to clean up your own abandoned attempts; the user's own projects and other agents' are refused. With…

  • r3_factory_list

    List the R3 factories available to r3_factory_run, with each one's options, types and defaults. A factory builds a complete, correctly-wired object — a cube is a mesh plus geometry plus material plus colour, already connected. Call this before r3_factory_run if you are unsure of…

  • r3_factory_run

    Add an object to an existing R3 project — a cube, sphere, terrain, lighting, a physics body, and so on. Each factory builds a complete, correctly-wired object (mesh + geometry + material + colour, already connected), so you never assemble components by hand. Kept at once in the…

  • r3_code_write

    Add or replace a Code component — JavaScript that runs in the browser and makes a project DO something (spin a mesh, respond to keys, drive physics). Kept at once in the project's live copy: every R3 tab with the project open gets the new code now, no editor needed and nothing…

  • r3_code_read

    Read back what a Code component actually contains — its full JavaScript source and the event it runs on. r3_code_write reports what it wrote; this reports what is there. Use it before replacing a script, so an edit builds on the real source instead of overwriting it blind, and…

  • r3_help_write

    Set the instructions that ship WITH a project — controls, what to press, what it does. R3 renders them in a modal behind a floating "?" button and the H key, in the editor and in the live portal alike, so whoever opens your preview link can read them. This is the built-in…

  • r3_component_set

    Set one or more properties on a component that already exists in a project — a material's roughness, a mesh's position, which material a mesh uses. Kept at once in the project's live copy: every R3 tab with the project open shows it now, no editor needed and nothing to save…

  • r3_component_read

    Read back what components actually hold — a material's colour and roughness, a mesh's position, which material it uses. r3_project_load gives you the names; this gives you the values behind them. Pass SEVERAL entityRefs in one call — telling six similarly-named materials apart…

  • r3_terrain_height

    How high the ground of a heightfield terrain is at the world (x, z) positions you ask, exactly as physics and the drawn terrain have it, plus the terrain's lowest and highest point, centre, size and footprint. Use it to place something ON a terrain: an object stands on the…

  • r3_component_add

    Add one component of ANY registered type — a collider, a rigid body, a joint, a light, a material, a geometry … — to a saved R3 project, with its values and references set before it is created. Kept at once in the project's live copy: every R3 tab with the project open shows it…

  • r3_editor_open

    Open a project in the R3 editor the user has open in their browser (their most recently used R3 tab) and focus it, so they see it. A project already open there is just focused (never reloaded). Use it to show the user the project you are working on, or before r3_editor_inspect…

  • r3_editor_inspect

    Read what components hold RIGHT NOW in an R3 tab that has the project open: runtime values included — a moving body's position while the project runs. Use it to debug live behaviour. It needs a tab with the project open (with none, open it in R3 first: r3_editor_open)…

  • r3_editor_set

    The same tool as r3_component_set (this is its older name): change properties of a component, kept at once in the project's live copy: every R3 tab with the project open shows it now, no editor needed and nothing to save. Name the component with componentId or entityRef…

  • r3_editor_code

    The same tool as r3_code_write (this is its older name): replace a Code component's code, kept at once in the project's live copy: every R3 tab with the project open runs the new code now, no editor needed and nothing to save. Name it with componentId or entityRef and pass…

  • r3_editor_create

    The same tool as r3_factory_run (this is its older name): add an object — a cube, sphere, light, physics body … — kept at once in the project's live copy: every R3 tab with the project open shows it now, no editor needed and nothing to save. r3_factory_list lists the factories…

  • r3_editor_add_component

    The same tool as r3_component_add (this is its older name): add one component of ANY registered type — a collider, a rigid body, a joint, a light, a material, a geometry … — with its values and references set before it is created, kept at once in the project's live copy: every…

  • r3_editor_delete

    Delete components from the project the user has OPEN in their R3 editor, exactly as the editor's delete dialog asks it — in TWO calls. First call WITHOUT `confirm`: it returns the plan and changes nothing — the selected components, what only they use (their geometry, material…

  • r3_editor_save

    Save a VERSION of a project, like the editor's Save version (Ctrl+S): a named, frozen copy of the project as it is now (a release that does NOT go live). Nothing needs saving to be kept — every change is kept as it is made — so make a version only when the user asks for one (or…

  • r3_editor_undo

    Undo the last change YOU (this agent key or app connection) made to a project: everything one of your tool calls changed is undone together, and the user sees it at once in any R3 tab that has the project open. Use it when your own change was wrong or the user asks you to take…

  • r3_release_restore

    Put a project's working copy back the way one of its releases (saved versions) had it: components added since are removed, removed ones come back, values and scripts go back to that version (each script as a new version on top of the current one), and the name. The user sees it…

  • r3_editor_run

    Press the Run buttons of the user's open R3 editor: start physics, code, audio and music (all of them, or the ones named in `systems`), exactly as the user's own click does — a paused simulation resumes. Use it to TEST what you built: run it, then look with r3_editor_capture and…

  • r3_editor_stop

    Press the Stop buttons of the user's open R3 editor: stop physics, code, audio and music (all of them, or the ones named in `systems`), exactly as the user's own click does. Stopping physics puts every body back where it was placed. Changes nothing saved. Needs the editor:run…

  • r3_editor_capture

    Capture the canvas of a project open in the user's R3 editor — the scene as its camera sees it NOW, running physics included — and LOOK at it: the answer is an image. Call it after a visual change (r3_editor_set, r3_editor_create, r3_editor_code …) to check what you built, and…

  • r3_editor_set_preview_image

    Use what the project's camera shows NOW, in the user's open R3 editor, as the project's picture: the image on its Projects card and on its preview link. The editor waits until the scene's textures have loaded and takes it without edit aids (no grid, gizmos or outlines), as a…

  • r3_blender_list

    List the Blender models this R3 account has uploaded — one per .blend file name, the current version of each — with what it will produce: how many Blender objects land in the scene, how many meshes and materials, its screenshot, and any PENDING update (a re-upload that changes…

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