Tool Reference
Complete catalog of all 420+ tools available per engine in BlueprintForge (UE5) and Manny (Unity). Tools are organized by category and callable via chat or MCP protocol.
7
Core Tools
7
Planning
8
Dashboard
26
Script / Blueprint
4
Workflow
6
AnimTools
18+
AI Router
19
Engine Swap
35
SimForge
47
AeroStudio
Core Tools
7 tools — Project management, diagnostics, caching, and undo support
Verify that the plugin server is running and responsive. Returns server version, uptime, registered tool count, and memory usage.
Get the current state of the editor and plugin. Reports open scene/level, active selection, connected providers, bridge status, and recent errors.
Search the project's asset database by name, type, path, or label. Supports glob patterns and regex filtering. Returns matching asset paths with metadata.
query (string) — Search pattern; type (string, optional) — Asset type filter; limit (int, optional) — Max resultsRead a value from the plugin's key-value cache. Used for storing intermediate results, session data, and user preferences between tool invocations.
key (string) — Cache key to readWrite or update a value in the plugin cache, or clear a specific key. Optionally set a TTL (time-to-live) for auto-expiration.
key (string) — Cache key; value (any, optional) — Value to store; ttl (int, optional) — Expiration in secondsList recent editor transactions (tool operations) with timestamps, descriptions, and undo capability flags. Useful for reviewing what changes have been made.
limit (int, optional) — Number of recent transactions to returnUndo a specific transaction by ID or undo the most recent transaction. Reverts all editor changes made by that tool invocation.
transactionId (string, optional) — Specific transaction to undo; omit to undo the latestPlanning Tools
7 tools — Project planning, phase/task management, and agent memory
Get a high-level summary of the current project plan. Returns phase count, task count, completion percentage, asset count, and active phase name.
Manage project phases. Get the list of phases, add new ones, update status, remove, or reorder. Each phase has a name, description, and completion state.
action (string) — "get", "add", "set", "remove", "reorder"; name (string, optional); description (string, optional); id (string, optional)Manage tasks within phases. List, add, update status, remove, or move tasks between phases. Tasks have descriptions, status (pending/in_progress/complete), and phase assignment.
action (string) — "list", "add", "update", "remove", "move"; phaseId (string, optional); description (string, optional); status (string, optional)Track project assets in the plan. List, add, update, or remove asset entries with path, type, and generation status.
action (string) — "list", "add", "update", "remove"; path (string, optional); type (string, optional); status (string, optional)Manage target platform list for the project plan (e.g., Windows, macOS, Android, iOS, WebGL).
action (string) — "list", "add", "remove"; platform (string, optional)Track required plugins and packages for the project. List, add, or remove plugin entries.
action (string) — "list", "add", "remove"; plugin (string, optional)Persistent key-value memory store for the AI agent. Store context, preferences, and intermediate results that survive between sessions.
action (string) — "get", "set", "delete", "list"; key (string, optional); value (string, optional)Dashboard Tools
8 tools — Plugin statistics, configuration, feedback, and history
Get plugin dashboard statistics. Returns version, registered tool count, uptime, session request count, and cache entries.
Submit user feedback about the plugin. Stores feedback type (bug, feature, general), message text, and optional rating for quality tracking.
type (string) — "bug", "feature", "general"; message (string); rating (int, optional) — 1-5In-editor documentation lookup. Search for help on any topic including tools, providers, settings, and workflow guidance.
topic (string) — Topic to search forRead or write plugin settings stored in EditorPrefs. Access TTS, STT, avatar, and general configuration values.
action (string) — "get" or "set"; key (string); value (string, optional)Get or set AI provider configurations. View available providers, their status, configured models, and endpoint settings.
action (string) — "get" or "set"; provider (string, optional); config (object, optional)Validate and test API keys. Shows masked key values and validation status for all configured providers. Does not expose raw keys.
action (string) — "validate", "test", "list"; provider (string, optional)View cache statistics (entries, size, hit rate) or clear the cache. Manage the plugin's internal caching layer for API responses and generated assets.
action (string) — "stats" or "clear"Extended transaction history with advanced filtering. View past tool operations filtered by date range, tool name, status, or category.
filter (string, optional) — Tool name filter; status (string, optional); limit (int, optional)ScriptTools / BlueprintTools
26 tools — Code generation, scene management, materials, and editor automation
Manny: C# scripts via Roslyn • BlueprintForge: Blueprint graph nodes
Script / Code Management
Generate a new C# script (Unity) or Blueprint class (UE5) from a natural language description or template. Supports MonoBehaviour, ScriptableObject, interface, and plain C# class types. Roslyn analysis validates the generated code before saving.
name (string) — Script/class name; description (string) — What the script should do; type (string, optional) — MonoBehaviour, ScriptableObject, etc.; path (string, optional) — Output pathEdit an existing script by adding, removing, or changing code sections. Uses Roslyn for syntax-safe modifications in Unity. Describe the change in natural language or provide specific code to insert.
path (string) — Script asset path; modification (string) — What to change; code (string, optional) — Specific code to insertDelete a script file from the project. Removes the asset and cleans up any meta files. Registers a transaction for undo support.
path (string) — Script asset pathTrigger a domain reload and recompilation of all scripts. Returns compile status, error count, and warning details. Useful after generating or modifying multiple scripts.
Variables & Methods
Add a serialized field, property, or constant to an existing script. Supports all C# types, default values, attributes ([SerializeField], [Header], [Range]), and access modifiers.
scriptPath (string); name (string); type (string); defaultValue (any, optional); attributes (string[], optional)Change the type, default value, access modifier, or attributes of an existing variable in a script.
scriptPath (string); name (string); changes (object) — Fields to modifyRemove a variable declaration from a script. Optionally removes references to the variable in the same file.
scriptPath (string); name (string); removeReferences (bool, optional)Add a new method to an existing script. Specify parameters, return type, body, and attributes. Generates properly formatted C# with XML documentation comments.
scriptPath (string); name (string); returnType (string); parameters (object[], optional); body (string, optional); description (string, optional)Edit the body, parameters, return type, or attributes of an existing method. Describe the change in natural language for AI-assisted modification.
scriptPath (string); name (string); changes (object)Remove a method from a script. Cleans up associated comments and blank lines.
scriptPath (string); name (string)Scene & GameObject Management
Create a new GameObject in the active scene (Unity) or spawn an Actor in the current level (UE5). Set name, position, rotation, scale, and parent. Optionally create from a prefab/Blueprint.
name (string); position (vector3, optional); rotation (vector3, optional); scale (vector3, optional); parent (string, optional); prefab (string, optional)Set the world or local transform of an existing object. Supports absolute positioning, relative offsets, and look-at targeting.
name (string); position (vector3, optional); rotation (vector3, optional); scale (vector3, optional); space (string, optional) — "world" or "local"Remove an object from the scene by name or path. Supports recursive deletion of child hierarchies. Registers a transaction for undo.
name (string); includeChildren (bool, optional)Set a serialized property value on a component or object by reflection. Works with any serializable field type including custom classes and arrays.
target (string) — Object/component path; property (string); value (any)Add a component to a GameObject (Unity) or ActorComponent to an Actor (UE5). Supports built-in and custom component types. Optionally set initial property values.
target (string); componentType (string); properties (object, optional)Remove a component from a GameObject or Actor by type name. If multiple components of the same type exist, specify an index.
target (string); componentType (string); index (int, optional)Prefabs & Assets
Save a scene object as a reusable prefab asset (Unity) or Blueprint class (UE5). Captures the full component hierarchy and property values.
source (string) — Scene object name; path (string) — Asset save pathOpen a prefab in edit mode, apply changes (add/remove components, update properties), and save. Changes propagate to all instances.
path (string); modifications (object) — Changes to applyMaterials & Rendering
Create a new material asset. Automatically selects the appropriate shader for the active render pipeline (Built-in Standard, URP Lit, HDRP Lit). Set color, metallic, smoothness, emission, and texture properties.
name (string); shader (string, optional); color (color, optional); metallic (float, optional); smoothness (float, optional); emission (color, optional)Assign a material to a renderer component on a scene object. Supports material slot indices for multi-material meshes.
target (string); materialPath (string); slotIndex (int, optional)Assign a mesh asset to a MeshFilter/MeshRenderer (Unity) or StaticMeshComponent (UE5) on a scene object.
target (string); meshPath (string)Editor Utilities
Save the currently open scene (Unity) or level (UE5) to disk.
path (string, optional) — Save to a new path (Save As)Open a scene or level file in the editor. Prompts to save unsaved changes before switching.
path (string) — Scene/level asset pathExecute a Unity menu item or UE5 editor command by path. Useful for triggering built-in editor operations like Play, Build, or custom menu extensions.
menuPath (string) — e.g., "Edit/Project Settings..." or "Tools/Build All"Configure input actions and bindings. Unity: creates Input Action Assets or legacy Input Manager entries. UE5: sets up Enhanced Input actions and mappings.
actionName (string); inputType (string); bindings (object[]) — Key/button bindingsExecute multiple tool calls in a single transaction. All operations succeed or fail together, with a single undo point. Useful for complex multi-step operations.
operations (object[]) — Array of tool calls with names and parametersAnimTools
6 tools — Mecanim Animator (Unity) and Animation Blueprint (UE5) automation
Inspect an Animator controller (Unity) or Animation Blueprint (UE5). Returns the full structure: layers, state machines, states, transitions, parameters, and blend trees.
controller (string) — Animator asset path; layer (int, optional) — Specific layer indexCreate or modify a state machine within an Animator controller. Add a new layer with a sub-state machine, or restructure an existing one.
controller (string); name (string); layer (int, optional); defaultState (string, optional)Add, modify, or remove a state in an Animator state machine. Configure state speed, motion time, mirror, cycle offset, and IK settings.
controller (string); stateMachine (string); name (string); action (string) — "add", "modify", or "remove"; properties (object, optional)Create or edit transitions between states. Configure conditions (parameter comparisons), duration, offset, interruption source, and ordered interruption settings.
controller (string); from (string); to (string); conditions (object[], optional); duration (float, optional); hasExitTime (bool, optional)Assign an animation clip to a state, or configure a blend tree with multiple clips and blend parameters. Supports 1D, 2D Simple Directional, 2D Freeform, and Direct blend tree types.
controller (string); state (string); clip (string, optional); blendTree (object, optional) — Blend tree configurationValidate an Animator controller for common issues: missing clips, unreachable states, transitions without conditions, parameter mismatches, and orphaned blend trees. Returns a detailed report.
controller (string); fixIssues (bool, optional) — Attempt automatic fixesAI Router
18+ tools — Multi-provider AI orchestration, generation, and Blender integration
LLM Operations
Send a message to an LLM provider (Claude, Gemini, or OpenRouter) and receive a response. Supports system prompts, conversation history, temperature, and max tokens. The AI Router selects the configured default provider or you can specify one.
message (string); provider (string, optional); model (string, optional); systemPrompt (string, optional); temperature (float, optional); maxTokens (int, optional)Generate structured content (code, JSON, documentation) from a prompt. Returns the generated content in a specified format with optional schema validation.
prompt (string); format (string, optional) — "code", "json", "text"; provider (string, optional); schema (object, optional)Image & Texture Generation
Generate an image from a text prompt using DALL-E or Stable Diffusion. Save the result as a project asset (PNG or JPEG). Supports size, style, and quality parameters.
prompt (string); provider (string, optional); size (string, optional); style (string, optional); outputPath (string)Generate a seamless tileable texture from a description. Optimized for game asset use -- includes normal map, roughness, and metallic map generation when requested.
prompt (string); resolution (string, optional); tileable (bool, optional); maps (string[], optional) — "normal", "roughness", "metallic"; outputPath (string)3D Mesh Generation
Start a 3D mesh generation task using Meshy or Hyper3D. Generation is asynchronous -- use mesh_status to poll progress and mesh_import to bring the result into your project.
prompt (string); provider (string, optional); style (string, optional); topology (string, optional)Check the progress of an active mesh generation task. Returns percentage complete, estimated time remaining, and preview URL when available.
taskId (string)Download and import a completed 3D mesh into the project. Handles format conversion (GLB/FBX), material setup, and asset registration.
taskId (string); outputPath (string); format (string, optional) — "glb" or "fbx"Audio Generation
Generate audio content -- voice dialogue (ElevenLabs), music tracks (Suno), or sound effects. Returns a WAV or MP3 asset imported into the project.
prompt (string); type (string) — "voice", "music", or "sfx"; provider (string, optional); voiceId (string, optional); duration (float, optional); outputPath (string)Blender MCP Integration
Establish a connection to a running Blender instance with the BlueprintForge Blender addon installed. Returns connection status and Blender version.
host (string, optional) — Default "localhost"; port (int, optional) — Default 5000Execute a Blender Python command on the connected instance. Supports bpy operations, object manipulation, modifier application, and scene setup.
command (string) — Python/bpy command; waitForResult (bool, optional)Export a model from Blender and import it directly into the game engine project. Handles FBX/GLB export, file transfer, and asset registration in one step.
objectName (string, optional) — Specific object or "all"; format (string, optional); outputPath (string)Export an asset from the game engine project to the connected Blender instance for editing. Opens the model in Blender ready for modification.
assetPath (string); format (string, optional)Provider Management
Get or set AI provider configuration. View current API keys (masked), default models, rate limits, and endpoint overrides. Set new keys or change default provider selection.
provider (string, optional); apiKey (string, optional); model (string, optional); endpoint (string, optional)Manually route a request to a specific provider, bypassing the auto-router. Useful for testing or when you need a specific model's capabilities.
provider (string); request (object)Check the health and availability of all configured AI providers. Returns connection status, rate limit remaining, and last response latency for each provider.
Estimate the API cost for a planned operation before executing it. Returns estimated token count and dollar cost by provider.
operation (string); inputSize (int, optional); provider (string, optional)List all available models for a provider, with capabilities (vision, function calling, long context), pricing, and context window sizes.
provider (string, optional) — Omit for all providersView API usage history with token counts, costs, and timestamps. Filter by provider, date range, or operation type. Useful for budget tracking.
provider (string, optional); days (int, optional) — Lookback period; groupBy (string, optional) — "day", "provider", or "tool"Workflow Tools
4 tools — Project queries, input configuration, console access, and level management
Search across the entire project for scripts, GameObjects, assets, or hierarchy structures by pattern. Supports searching by name, type, component, or tag with glob patterns.
action (string) — "assets", "scripts", "scene_objects", "hierarchy"; query (string); type (string, optional); limit (int, optional)Query and modify Unity Input Action Assets (.inputactions). List action maps and bindings, add new bindings, remove existing ones, or add new actions to an existing asset.
action (string) — "list", "inspect", "add_binding", "remove_binding", "add_action"; assetPath (string); actionMap (string, optional); binding (string, optional)Read Unity console log messages with filtering. View recent logs, errors, warnings, or clear the console. Useful for debugging tool operations.
action (string) — "read", "errors", "warnings", "clear", "count"; limit (int, optional); filter (string, optional)Manage scenes and levels with multi-scene support. List open scenes, load/unload scenes additively, manage build settings, and set the active scene.
action (string) — "list_open", "list_all", "list_build", "load", "unload", "add_to_build", "remove_from_build", "set_active"; scenePath (string, optional); additive (bool, optional)Engine Swap
Beta19 tools — Cross-engine project conversion between UE5 and Unity
Uses Intermediate Representation (IR) with 60+ data structures and 7 mapping databases
Scanning & Analysis
Scan the current project and build a manifest of all exportable assets. Identifies Blueprints/scripts, materials, levels/scenes, animations, and input configurations eligible for conversion.
filter (string, optional) — Asset type filter; path (string, optional) — Specific folder to scanCheck the current Engine Swap session status. Returns conversion phase, progress percentage, processed asset count, and any warnings or errors encountered.
Analyze a project for cross-engine compatibility. Reports which features have direct equivalents, which require manual intervention, and estimated conversion complexity.
scope (string, optional) — "full", "scripts", "materials", "scenes"Export (Source Engine)
Export the entire project to IR format in a single operation. Processes scenes, scripts, materials, animations, and input configurations. Creates a complete conversion package.
outputPath (string, optional) — IR output directoryExport scene hierarchy, actors/GameObjects, and components to the Intermediate Representation format. Converts transforms, component properties, and references to engine-neutral IR structures.
scenePath (string, optional) — Specific scene/level; outputPath (string, optional) — IR output directoryExport materials and textures to the IR format. Maps engine-specific shader properties (Material Expressions, Shader Graph nodes) to neutral material parameters.
materialPath (string, optional) — Specific material; outputPath (string, optional)Export Blueprint logic (UE5) or C# scripts (Unity) to IR code representation. Converts engine-specific APIs, events, and class hierarchies to neutral IR format.
scriptPath (string, optional); outputPath (string, optional)Export animation assets, state machines, and blend trees to IR. Converts AnimBP (UE5) or Animator Controllers (Unity) to neutral animation data.
animPath (string, optional); outputPath (string, optional)Export input configurations. Converts Enhanced Input (UE5) or Input Action Assets (Unity) to IR input mappings.
outputPath (string, optional)Export physics settings, colliders, and constraints to IR format. Maps PhysX (UE5) or Unity physics components to neutral representations.
outputPath (string, optional)Import (Target Engine)
Import IR data from another engine's export. Creates native equivalents: Actors/GameObjects, components, materials, and references. Generates a detailed import report with any items needing manual attention.
inputPath (string) — Path to IR data; targetPath (string, optional) — Where to create assetsImport IR code and generate native scripts. Converts IR to C# MonoBehaviours (Unity) or Blueprint classes (UE5) with engine-specific API calls.
inputPath (string); targetPath (string, optional)Import IR materials and create native materials with correct shader mappings for the target render pipeline.
inputPath (string); targetPath (string, optional)Session Management
Create a new Engine Swap conversion session. Sets up shared folder polling, initializes conversion manifests, and prepares the IR workspace.
sourceEngine (string) — "ue5" or "unity"; targetEngine (string); sharedPath (string, optional)Resume a previously paused conversion session. Detects changes since last export and performs incremental re-export of modified assets.
sessionId (string)Review and resolve conversion conflicts identified during import. Uses AI-guided ambiguity resolution with user decision prompts for items without direct equivalents.
conflictId (string, optional); resolution (string, optional) — "auto", "skip", "manual"Query the mapping databases to find equivalents between engines. Search component, type, event, node, material, input, and physics mappings.
database (string) — "components", "types", "events", "nodes", "materials", "input", "physics"; query (string)SimForge
Addon31 tools — Flight simulator aircraft conversion for MSFS and DCS World
Converts UE5/Unity aircraft to MSFS glTF packages and DCS EDM models via Blender MCP pipeline
Analysis (6 tools)
Scan a game engine aircraft for exportable parts. Identifies fuselage, wings, control surfaces, landing gear, cockpit instruments, and engine components. Builds an aircraft manifest with part hierarchy and LOD levels.
rootActor (string); scanDepth (int, optional)Use AI-assisted part identification to classify unknown mesh components. Combines auto-scan geometry analysis with LLM-guided naming and user confirmation for ambiguous parts.
meshPath (string); context (string, optional)Estimate conversion complexity and output fidelity. Reports polygon counts, texture resolution, animation channel count, and recommends visual/basic/full fidelity level.
manifestId (string)Validate aircraft structure against MSFS and DCS requirements. Checks for required components (cockpit, exterior, collision), texture formats, and naming conventions.
manifestId (string); target (string) — "msfs", "dcs", or "both"Export the aircraft to SimForge Aircraft IR (intermediate representation). Generates a universal JSON format containing geometry references, materials, animations, and flight dynamics data.
manifestId (string); fidelity (string, optional) — "visual", "basic", "full"; outputPath (string, optional)Check the status of an active SimForge conversion session. Returns current pipeline stage, progress, and any errors or warnings.
Blender Pipeline (7 tools)
Import the aircraft IR into a connected Blender instance. Creates the part hierarchy, assigns materials, and sets up the scene for sim-specific export processing.
irPath (string); cleanScene (bool, optional)Optimize meshes in Blender for flight sim targets. Applies decimation, LOD generation, UV unwrapping for lightmaps, and texture atlas creation.
targetPolyCount (int, optional); lodLevels (int, optional); generateAtlas (bool, optional)Set up flight sim animation channels in Blender. Configures control surface deflections, gear retraction, propeller rotation, and cockpit switch animations with correct pivot points.
animationType (string) — "control_surfaces", "gear", "propeller", "switches", "all"Export from Blender to MSFS-compatible glTF format using the glTF-Blender-IO-MSFS addon. Generates the glTF model with MSFS-specific extensions and metadata.
outputPath (string); lodLevels (int, optional)Export from Blender to DCS World EDM format using the Blender_ioEDM addon. Generates the EDM model with DCS-specific material properties and animation connectors.
outputPath (string); connectors (bool, optional)Convert aircraft materials for sim targets. Maps PBR game materials to MSFS glTF PBR materials or DCS EDM material definitions with correct texture channel assignments.
target (string) — "msfs" or "dcs"; convertTextures (bool, optional)Validate the Blender scene against sim-specific requirements before export. Checks naming conventions, hierarchy, material assignments, and animation channels.
target (string) — "msfs" or "dcs"MSFS Generation (8 tools)
Generate a complete MSFS Community Package structure. Creates the folder hierarchy, manifest.json, layout.json, and all required configuration files.
packageName (string); outputPath (string); aircraftType (string, optional)Generate aircraft.cfg, flight_model.cfg, engines.cfg, and systems.cfg for MSFS. Populates configuration values from Aircraft IR flight dynamics data.
irPath (string); outputPath (string)Generate cockpit instrument gauges as MSFS HTML/JS instruments. Creates gauge templates for airspeed, altimeter, attitude, heading, VSI, engine instruments, and custom gauges.
gaugeType (string); outputPath (string); customConfig (object, optional)Generate the cockpit panel.cfg mapping gauge positions and sizes to the 3D cockpit model texture coordinates.
instruments (object[]); outputPath (string)Generate MSFS sound.cfg with engine, wind, gear, and cockpit sound configurations. Maps sound events to audio file references.
engineType (string); outputPath (string)Generate or tune MSFS flight model parameters. Creates flight_model.cfg sections for aerodynamics, weight/balance, gear physics, and ground handling from Aircraft IR data.
irPath (string); outputPath (string); tuneLevel (string, optional) — "basic", "intermediate", "advanced"Generate livery texture templates and configuration for MSFS. Creates texture.cfg and fallback paint kit references.
liveryName (string); outputPath (string)Validate a complete MSFS package for submission readiness. Checks package structure, manifest integrity, model references, and configuration completeness.
packagePath (string)DCS Generation (6 tools)
Generate DCS World module structure. Creates the Lua-based module framework with entry.lua, device scripts, and cockpit definitions.
moduleName (string); outputPath (string); moduleType (string, optional) — "aircraft", "helicopter"Generate DCS device Lua scripts for cockpit systems. Creates clickable cockpit devices with command bindings, argument animations, and input handler functions.
deviceType (string); outputPath (string)Generate DCS flight dynamics model from Aircraft IR data. Creates the FM Lua tables for aerodynamics, engine performance, fuel system, and autopilot parameters.
irPath (string); outputPath (string)Generate weapons station definitions, pylon configurations, and ordnance compatibility tables for DCS combat aircraft.
stationCount (int); outputPath (string); weaponTypes (string[], optional)Generate DCS sound environment definitions. Creates snd_env Lua tables for engine, cockpit, and external sound configurations.
engineType (string); outputPath (string)Validate DCS module structure, Lua syntax, EDM model references, and device script completeness. Reports issues preventing module loading.
modulePath (string)Session Management (4 tools)
Create a new SimForge conversion session. Initializes the pipeline workspace, configures target simulators, and sets fidelity level.
aircraftName (string); targets (string[]) — ["msfs", "dcs"]; fidelity (string, optional)Resume a paused conversion session from its last checkpoint. Detects changes and reruns only affected pipeline stages.
sessionId (string)Export the completed conversion results as distributable packages. Creates zip archives for MSFS Community folder and DCS Mods folder installation.
sessionId (string); outputPath (string)Generate a detailed conversion report. Lists all processed assets, conversion decisions, warnings, manual intervention items, and output file manifest.
sessionId (string); format (string, optional) — "json" or "html"AeroStudio
Addon42 tools — Aerospace engineering analysis, airfoil design, CFD, and 3D printing
Python backend (AeroSandbox, XFOIL, JSBSim, CadQuery) on port 4002 • Creality K1 CF printer support
Airfoil Database (4 tools)
Search the airfoil database by name, family, or performance characteristics. Returns matching NACA and custom airfoil profiles with lift, drag, and moment data.
query (string); family (string, optional); maxResults (int, optional)Get detailed data for a specific airfoil. Returns coordinate points, polar curves (Cl/Cd/Cm vs alpha), thickness distribution, and camber line data.
airfoilId (string); reynolds (float, optional)Compare two or more airfoils side by side. Generates overlay plots of geometry and polar curves highlighting performance differences at specified Reynolds numbers.
airfoilIds (string[]); reynolds (float, optional); alphaRange (float[], optional)Create a custom airfoil profile from NACA parameters, coordinate data, or by interpolating between existing airfoils. Saves to the local database.
name (string); method (string) — "naca", "coordinates", "interpolate"; data (object)Airfoil Analysis (5 tools)
Run XFOIL viscous analysis on an airfoil at specified Reynolds number and angle of attack range. Returns lift, drag, and moment coefficient curves.
airfoilId (string); reynolds (float); alphaStart (float); alphaEnd (float); alphaStep (float, optional)Optimize airfoil shape for target performance goals. Uses XFOIL in the loop with AeroSandbox optimization to maximize L/D, minimize drag, or target specific Cl at design Reynolds number.
baseAirfoil (string); objective (string); reynolds (float); constraints (object, optional)Analyze boundary layer transition location on an airfoil. Reports laminar-to-turbulent transition points, separation bubbles, and boundary layer properties.
airfoilId (string); reynolds (float); alpha (float)Generate complete polar data across a range of Reynolds numbers. Creates a polar database suitable for flight dynamics model integration.
airfoilId (string); reynoldsRange (float[]); alphaRange (float[], optional)Analyze the effect of surface roughness (bug contamination, rain, ice) on airfoil performance. Simulates forced transition at specified chord locations.
airfoilId (string); reynolds (float); roughnessLocation (float) — Chord fraction 0-1Wing Design (5 tools)
Create a 3D wing geometry from parameters. Specify span, root/tip chord, sweep, dihedral, twist, and airfoil sections. Generates a wing surface mesh for analysis.
name (string); span (float); rootChord (float); tipChord (float); sweep (float, optional); dihedral (float, optional); twist (float, optional); airfoil (string)Run lifting-line or VLM analysis on a wing. Returns span-wise lift distribution, induced drag, total lift and drag coefficients, and stall characteristics.
wingId (string); velocity (float); alpha (float); altitude (float, optional)Optimize wing planform for minimum induced drag, maximum range, or target lift coefficient. Varies taper ratio, twist distribution, and sweep angle.
wingId (string); objective (string); constraints (object, optional)Calculate structural loads on a wing. Returns shear force, bending moment, and torsion distributions for specified flight conditions (g-loads, gust encounters).
wingId (string); loadFactor (float); velocity (float); weight (float)Calculate optimal vortex generator placement on a wing. Determines chordwise position, spacing, height, and angle based on boundary layer analysis.
wingId (string); targetSection (float, optional); vgType (string, optional)Aircraft Analysis (5 tools)
Define a complete aircraft configuration from wing, fuselage, tail, and engine parameters. Creates an aircraft model for performance and stability analysis.
name (string); wingId (string); fuselage (object); tail (object, optional); engines (object[], optional)Calculate aircraft performance envelope. Returns rate of climb, ceiling, range, endurance, stall speed, maximum speed, and takeoff/landing distances at various weights and altitudes.
aircraftId (string); weight (float); altitude (float, optional)Analyze static and dynamic stability. Returns CG limits, neutral point, static margin, and dynamic mode characteristics (short period, phugoid, dutch roll, spiral).
aircraftId (string); cgPosition (float, optional); velocity (float)Calculate trim conditions for straight-and-level flight, climb, descent, and coordinated turns. Returns required control surface deflections and thrust setting.
aircraftId (string); condition (string) — "level", "climb", "descent", "turn"; velocity (float); altitude (float)Generate the complete flight envelope (V-n diagram). Calculates maneuvering speed, design dive speed, gust load factors, and structural limit boundaries.
aircraftId (string); weight (float); altitude (float)CFD (4 tools)
Set up a CFD simulation using AeroSandbox panel methods or VLM. Configure mesh resolution, boundary conditions, turbulence model, and flow parameters.
geometryId (string); method (string) — "panel", "vlm"; velocity (float); alpha (float)Execute a CFD simulation. Returns pressure distribution, force coefficients, and flow visualization data. Runs asynchronously for large meshes.
setupId (string); iterations (int, optional)Retrieve and post-process CFD results. Extract Cp distributions, streamlines, velocity fields, and integrated force/moment values.
runId (string); outputs (string[], optional) — "pressure", "velocity", "streamlines", "forces"Run a parametric CFD sweep across angle of attack, sideslip, or Mach number range. Generates polar-style output tables for each sweep variable.
setupId (string); sweepVariable (string); range (float[]); step (float)Flight Dynamics (4 tools)
Create a JSBSim flight dynamics model from aircraft data. Generates the XML aircraft definition with aerodynamics, propulsion, mass, and ground reactions.
aircraftId (string); outputPath (string)Run a JSBSim flight simulation with specified initial conditions and control inputs. Returns time-series data for all state variables.
fdmPath (string); duration (float); initialConditions (object); controlInputs (object[], optional)Find trim conditions in JSBSim for specified flight states. Returns converged control positions and state variables for steady flight.
fdmPath (string); trimMode (string) — "longitudinal", "full"; velocity (float); altitude (float)Export JSBSim FDM data to SimForge Aircraft IR format for use in MSFS or DCS conversion pipelines. Bridges AeroStudio analysis with SimForge output generation.
fdmPath (string); outputPath (string); target (string, optional) — "simforge_ir"Optimization (3 tools)
Run multi-objective design optimization using AeroSandbox. Optimize wing, airfoil, or full aircraft for multiple competing objectives (range vs speed, weight vs strength).
designId (string); objectives (string[]); variables (object); constraints (object, optional)Check the status of an active optimization run. Returns iteration count, current objective values, convergence metrics, and Pareto front progress.
optimizationId (string)Retrieve optimization results. Returns the Pareto front, best designs, design variable values, and sensitivity analysis data.
optimizationId (string); format (string, optional) — "summary", "detailed", "pareto"3D Printing / Fabrication (5 tools)
Generate 3D-printable vortex generator models using CadQuery. Creates STL files sized for the Creality K1 CF print bed with optimized print orientation.
vgType (string); height (float); length (float); spacing (float); count (int); outputPath (string)Generate 3D-printable winglet models from wing analysis data. Creates parametric winglet geometry with cant angle, sweep, and airfoil section control.
wingId (string); wingletType (string) — "blended", "raked", "split"; height (float); outputPath (string)Generate 3D-printable control surface models (ailerons, flaps, elevators) with hinge line, horn balance, and gap seal geometry.
wingId (string); surfaceType (string); chordFraction (float); spanStart (float); spanEnd (float); outputPath (string)Generate scaled wind tunnel test models from wing or aircraft geometry. Calculates scale factor, adds mounting sting geometry, and splits large models across multiple prints.
geometryId (string); scale (float); mountType (string, optional); outputPath (string)Generate print-ready G-code for the Creality K1 CF. Applies printer-specific profiles (layer height, infill, supports), estimates print time and material usage.
stlPath (string); profile (string, optional) — "fast", "standard", "high_quality"; material (string, optional) — "pla", "petg", "cf_nylon"; outputPath (string)Integration (4 tools)
Import a mesh from the game engine (via EngineSwap) for aerodynamic analysis. Converts game meshes to analysis-ready surfaces with proper normals and watertight geometry.
assetPath (string); simplify (bool, optional)Export flight dynamics data to SimForge for flight simulator conversion. Bridges AeroStudio analysis results to the SimForge Aircraft IR format.
aircraftId (string); outputPath (string)Export optimized wing or aircraft geometry back to the game engine as mesh assets. Converts analysis surfaces to game-ready FBX/GLB with LOD support.
geometryId (string); format (string, optional); lodLevels (int, optional); outputPath (string)Generate a comprehensive engineering report from analysis results. Includes charts, data tables, methodology notes, and recommendations in HTML or PDF format.
analysisIds (string[]); format (string, optional) — "html" or "pdf"; outputPath (string)Session (3 tools)
Create a new AeroStudio analysis session. Starts the Python backend server on port 4002 if not already running and initializes the workspace.
projectName (string); workspacePath (string, optional)Check AeroStudio session and Python backend status. Reports server health, loaded datasets, active analyses, and available compute resources.
Clean up temporary analysis files and optionally stop the Python backend server. Preserves saved results and reports.
stopServer (bool, optional); keepResults (bool, optional)