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

health_check

Verify that the plugin server is running and responsive. Returns server version, uptime, registered tool count, and memory usage.

Parameters: none
status

Get the current state of the editor and plugin. Reports open scene/level, active selection, connected providers, bridge status, and recent errors.

Parameters: none
asset_search

Search the project's asset database by name, type, path, or label. Supports glob patterns and regex filtering. Returns matching asset paths with metadata.

Parameters: query (string) — Search pattern; type (string, optional) — Asset type filter; limit (int, optional) — Max results
cache_read

Read a value from the plugin's key-value cache. Used for storing intermediate results, session data, and user preferences between tool invocations.

Parameters: key (string) — Cache key to read
cache_refresh

Write or update a value in the plugin cache, or clear a specific key. Optionally set a TTL (time-to-live) for auto-expiration.

Parameters: key (string) — Cache key; value (any, optional) — Value to store; ttl (int, optional) — Expiration in seconds
transaction_list

List recent editor transactions (tool operations) with timestamps, descriptions, and undo capability flags. Useful for reviewing what changes have been made.

Parameters: limit (int, optional) — Number of recent transactions to return
transaction_undo

Undo a specific transaction by ID or undo the most recent transaction. Reverts all editor changes made by that tool invocation.

Parameters: transactionId (string, optional) — Specific transaction to undo; omit to undo the latest

Planning Tools

7 tools — Project planning, phase/task management, and agent memory

plan_overview

Get a high-level summary of the current project plan. Returns phase count, task count, completion percentage, asset count, and active phase name.

Parameters: none
plan_phases

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.

Parameters: action (string) — "get", "add", "set", "remove", "reorder"; name (string, optional); description (string, optional); id (string, optional)
plan_tasks

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.

Parameters: action (string) — "list", "add", "update", "remove", "move"; phaseId (string, optional); description (string, optional); status (string, optional)
plan_assets

Track project assets in the plan. List, add, update, or remove asset entries with path, type, and generation status.

Parameters: action (string) — "list", "add", "update", "remove"; path (string, optional); type (string, optional); status (string, optional)
plan_platforms

Manage target platform list for the project plan (e.g., Windows, macOS, Android, iOS, WebGL).

Parameters: action (string) — "list", "add", "remove"; platform (string, optional)
plan_plugins

Track required plugins and packages for the project. List, add, or remove plugin entries.

Parameters: action (string) — "list", "add", "remove"; plugin (string, optional)
agent_memory

Persistent key-value memory store for the AI agent. Store context, preferences, and intermediate results that survive between sessions.

Parameters: action (string) — "get", "set", "delete", "list"; key (string, optional); value (string, optional)

Dashboard Tools

8 tools — Plugin statistics, configuration, feedback, and history

dashboard

Get plugin dashboard statistics. Returns version, registered tool count, uptime, session request count, and cache entries.

Parameters: none
feedback

Submit user feedback about the plugin. Stores feedback type (bug, feature, general), message text, and optional rating for quality tracking.

Parameters: type (string) — "bug", "feature", "general"; message (string); rating (int, optional) — 1-5
help

In-editor documentation lookup. Search for help on any topic including tools, providers, settings, and workflow guidance.

Parameters: topic (string) — Topic to search for
settings

Read or write plugin settings stored in EditorPrefs. Access TTS, STT, avatar, and general configuration values.

Parameters: action (string) — "get" or "set"; key (string); value (string, optional)
provider_config

Get or set AI provider configurations. View available providers, their status, configured models, and endpoint settings.

Parameters: action (string) — "get" or "set"; provider (string, optional); config (object, optional)
key_management

Validate and test API keys. Shows masked key values and validation status for all configured providers. Does not expose raw keys.

Parameters: action (string) — "validate", "test", "list"; provider (string, optional)
cache_management

View cache statistics (entries, size, hit rate) or clear the cache. Manage the plugin's internal caching layer for API responses and generated assets.

Parameters: action (string) — "stats" or "clear"
transaction_history

Extended transaction history with advanced filtering. View past tool operations filtered by date range, tool name, status, or category.

Parameters: 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

create_script

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.

Parameters: name (string) — Script/class name; description (string) — What the script should do; type (string, optional) — MonoBehaviour, ScriptableObject, etc.; path (string, optional) — Output path
modify_script

Edit 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.

Parameters: path (string) — Script asset path; modification (string) — What to change; code (string, optional) — Specific code to insert
delete_script

Delete a script file from the project. Removes the asset and cleans up any meta files. Registers a transaction for undo support.

Parameters: path (string) — Script asset path
compile_scripts

Trigger a domain reload and recompilation of all scripts. Returns compile status, error count, and warning details. Useful after generating or modifying multiple scripts.

Parameters: none

Variables & Methods

create_variable

Add a serialized field, property, or constant to an existing script. Supports all C# types, default values, attributes ([SerializeField], [Header], [Range]), and access modifiers.

Parameters: scriptPath (string); name (string); type (string); defaultValue (any, optional); attributes (string[], optional)
modify_variable

Change the type, default value, access modifier, or attributes of an existing variable in a script.

Parameters: scriptPath (string); name (string); changes (object) — Fields to modify
delete_variable

Remove a variable declaration from a script. Optionally removes references to the variable in the same file.

Parameters: scriptPath (string); name (string); removeReferences (bool, optional)
create_method

Add a new method to an existing script. Specify parameters, return type, body, and attributes. Generates properly formatted C# with XML documentation comments.

Parameters: scriptPath (string); name (string); returnType (string); parameters (object[], optional); body (string, optional); description (string, optional)
modify_method

Edit the body, parameters, return type, or attributes of an existing method. Describe the change in natural language for AI-assisted modification.

Parameters: scriptPath (string); name (string); changes (object)
delete_method

Remove a method from a script. Cleans up associated comments and blank lines.

Parameters: scriptPath (string); name (string)

Scene & GameObject Management

spawn_gameobject

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.

Parameters: name (string); position (vector3, optional); rotation (vector3, optional); scale (vector3, optional); parent (string, optional); prefab (string, optional)
move_gameobject

Set the world or local transform of an existing object. Supports absolute positioning, relative offsets, and look-at targeting.

Parameters: name (string); position (vector3, optional); rotation (vector3, optional); scale (vector3, optional); space (string, optional) — "world" or "local"
delete_gameobject

Remove an object from the scene by name or path. Supports recursive deletion of child hierarchies. Registers a transaction for undo.

Parameters: name (string); includeChildren (bool, optional)
set_property

Set a serialized property value on a component or object by reflection. Works with any serializable field type including custom classes and arrays.

Parameters: target (string) — Object/component path; property (string); value (any)
add_component

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.

Parameters: target (string); componentType (string); properties (object, optional)
remove_component

Remove a component from a GameObject or Actor by type name. If multiple components of the same type exist, specify an index.

Parameters: target (string); componentType (string); index (int, optional)

Prefabs & Assets

create_prefab

Save a scene object as a reusable prefab asset (Unity) or Blueprint class (UE5). Captures the full component hierarchy and property values.

Parameters: source (string) — Scene object name; path (string) — Asset save path
modify_prefab

Open a prefab in edit mode, apply changes (add/remove components, update properties), and save. Changes propagate to all instances.

Parameters: path (string); modifications (object) — Changes to apply

Materials & Rendering

create_material

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.

Parameters: name (string); shader (string, optional); color (color, optional); metallic (float, optional); smoothness (float, optional); emission (color, optional)
assign_material

Assign a material to a renderer component on a scene object. Supports material slot indices for multi-material meshes.

Parameters: target (string); materialPath (string); slotIndex (int, optional)
assign_mesh

Assign a mesh asset to a MeshFilter/MeshRenderer (Unity) or StaticMeshComponent (UE5) on a scene object.

Parameters: target (string); meshPath (string)

Editor Utilities

save_scene

Save the currently open scene (Unity) or level (UE5) to disk.

Parameters: path (string, optional) — Save to a new path (Save As)
open_scene

Open a scene or level file in the editor. Prompts to save unsaved changes before switching.

Parameters: path (string) — Scene/level asset path
execute_menu_item

Execute a Unity menu item or UE5 editor command by path. Useful for triggering built-in editor operations like Play, Build, or custom menu extensions.

Parameters: menuPath (string) — e.g., "Edit/Project Settings..." or "Tools/Build All"
setup_input

Configure input actions and bindings. Unity: creates Input Action Assets or legacy Input Manager entries. UE5: sets up Enhanced Input actions and mappings.

Parameters: actionName (string); inputType (string); bindings (object[]) — Key/button bindings
batch_operation

Execute multiple tool calls in a single transaction. All operations succeed or fail together, with a single undo point. Useful for complex multi-step operations.

Parameters: operations (object[]) — Array of tool calls with names and parameters

AnimTools

6 tools — Mecanim Animator (Unity) and Animation Blueprint (UE5) automation

anim_query

Inspect an Animator controller (Unity) or Animation Blueprint (UE5). Returns the full structure: layers, state machines, states, transitions, parameters, and blend trees.

Parameters: controller (string) — Animator asset path; layer (int, optional) — Specific layer index
anim_state_machine

Create or modify a state machine within an Animator controller. Add a new layer with a sub-state machine, or restructure an existing one.

Parameters: controller (string); name (string); layer (int, optional); defaultState (string, optional)
anim_state

Add, modify, or remove a state in an Animator state machine. Configure state speed, motion time, mirror, cycle offset, and IK settings.

Parameters: controller (string); stateMachine (string); name (string); action (string) — "add", "modify", or "remove"; properties (object, optional)
anim_transition

Create or edit transitions between states. Configure conditions (parameter comparisons), duration, offset, interruption source, and ordered interruption settings.

Parameters: controller (string); from (string); to (string); conditions (object[], optional); duration (float, optional); hasExitTime (bool, optional)
anim_set_clip

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.

Parameters: controller (string); state (string); clip (string, optional); blendTree (object, optional) — Blend tree configuration
anim_validate

Validate an Animator controller for common issues: missing clips, unreachable states, transitions without conditions, parameter mismatches, and orphaned blend trees. Returns a detailed report.

Parameters: controller (string); fixIssues (bool, optional) — Attempt automatic fixes

AI Router

18+ tools — Multi-provider AI orchestration, generation, and Blender integration

LLM Operations

llm_chat

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.

Parameters: message (string); provider (string, optional); model (string, optional); systemPrompt (string, optional); temperature (float, optional); maxTokens (int, optional)
llm_generate

Generate structured content (code, JSON, documentation) from a prompt. Returns the generated content in a specified format with optional schema validation.

Parameters: prompt (string); format (string, optional) — "code", "json", "text"; provider (string, optional); schema (object, optional)

Image & Texture Generation

image_generate

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.

Parameters: prompt (string); provider (string, optional); size (string, optional); style (string, optional); outputPath (string)
texture_generate

Generate a seamless tileable texture from a description. Optimized for game asset use -- includes normal map, roughness, and metallic map generation when requested.

Parameters: prompt (string); resolution (string, optional); tileable (bool, optional); maps (string[], optional) — "normal", "roughness", "metallic"; outputPath (string)

3D Mesh Generation

mesh_generate

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.

Parameters: prompt (string); provider (string, optional); style (string, optional); topology (string, optional)
mesh_status

Check the progress of an active mesh generation task. Returns percentage complete, estimated time remaining, and preview URL when available.

Parameters: taskId (string)
mesh_import

Download and import a completed 3D mesh into the project. Handles format conversion (GLB/FBX), material setup, and asset registration.

Parameters: taskId (string); outputPath (string); format (string, optional) — "glb" or "fbx"

Audio Generation

audio_generate

Generate audio content -- voice dialogue (ElevenLabs), music tracks (Suno), or sound effects. Returns a WAV or MP3 asset imported into the project.

Parameters: prompt (string); type (string) — "voice", "music", or "sfx"; provider (string, optional); voiceId (string, optional); duration (float, optional); outputPath (string)

Blender MCP Integration

blender_connect

Establish a connection to a running Blender instance with the BlueprintForge Blender addon installed. Returns connection status and Blender version.

Parameters: host (string, optional) — Default "localhost"; port (int, optional) — Default 5000
blender_command

Execute a Blender Python command on the connected instance. Supports bpy operations, object manipulation, modifier application, and scene setup.

Parameters: command (string) — Python/bpy command; waitForResult (bool, optional)
blender_import

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.

Parameters: objectName (string, optional) — Specific object or "all"; format (string, optional); outputPath (string)
blender_export

Export an asset from the game engine project to the connected Blender instance for editing. Opens the model in Blender ready for modification.

Parameters: assetPath (string); format (string, optional)

Provider Management

ai_config

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.

Parameters: provider (string, optional); apiKey (string, optional); model (string, optional); endpoint (string, optional)
ai_route

Manually route a request to a specific provider, bypassing the auto-router. Useful for testing or when you need a specific model's capabilities.

Parameters: provider (string); request (object)
ai_status

Check the health and availability of all configured AI providers. Returns connection status, rate limit remaining, and last response latency for each provider.

Parameters: none
cost_estimate

Estimate the API cost for a planned operation before executing it. Returns estimated token count and dollar cost by provider.

Parameters: operation (string); inputSize (int, optional); provider (string, optional)
model_list

List all available models for a provider, with capabilities (vision, function calling, long context), pricing, and context window sizes.

Parameters: provider (string, optional) — Omit for all providers
usage_history

View API usage history with token counts, costs, and timestamps. Filter by provider, date range, or operation type. Useful for budget tracking.

Parameters: 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

query_project

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.

Parameters: action (string) — "assets", "scripts", "scene_objects", "hierarchy"; query (string); type (string, optional); limit (int, optional)
enhanced_input

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.

Parameters: action (string) — "list", "inspect", "add_binding", "remove_binding", "add_action"; assetPath (string); actionMap (string, optional); binding (string, optional)
console

Read Unity console log messages with filtering. View recent logs, errors, warnings, or clear the console. Useful for debugging tool operations.

Parameters: action (string) — "read", "errors", "warnings", "clear", "count"; limit (int, optional); filter (string, optional)
level_management

Manage scenes and levels with multi-scene support. List open scenes, load/unload scenes additively, manage build settings, and set the active scene.

Parameters: 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

Beta

19 tools — Cross-engine project conversion between UE5 and Unity

Uses Intermediate Representation (IR) with 60+ data structures and 7 mapping databases

Scanning & Analysis

es_scan_project

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.

Parameters: filter (string, optional) — Asset type filter; path (string, optional) — Specific folder to scan
es_status

Check the current Engine Swap session status. Returns conversion phase, progress percentage, processed asset count, and any warnings or errors encountered.

Parameters: none
es_analyze_compatibility

Analyze a project for cross-engine compatibility. Reports which features have direct equivalents, which require manual intervention, and estimated conversion complexity.

Parameters: scope (string, optional) — "full", "scripts", "materials", "scenes"

Export (Source Engine)

es_export_full

Export the entire project to IR format in a single operation. Processes scenes, scripts, materials, animations, and input configurations. Creates a complete conversion package.

Parameters: outputPath (string, optional) — IR output directory
es_export_assets

Export scene hierarchy, actors/GameObjects, and components to the Intermediate Representation format. Converts transforms, component properties, and references to engine-neutral IR structures.

Parameters: scenePath (string, optional) — Specific scene/level; outputPath (string, optional) — IR output directory
es_export_materials

Export materials and textures to the IR format. Maps engine-specific shader properties (Material Expressions, Shader Graph nodes) to neutral material parameters.

Parameters: materialPath (string, optional) — Specific material; outputPath (string, optional)
es_export_scripts

Export Blueprint logic (UE5) or C# scripts (Unity) to IR code representation. Converts engine-specific APIs, events, and class hierarchies to neutral IR format.

Parameters: scriptPath (string, optional); outputPath (string, optional)
es_export_animations

Export animation assets, state machines, and blend trees to IR. Converts AnimBP (UE5) or Animator Controllers (Unity) to neutral animation data.

Parameters: animPath (string, optional); outputPath (string, optional)
es_export_input

Export input configurations. Converts Enhanced Input (UE5) or Input Action Assets (Unity) to IR input mappings.

Parameters: outputPath (string, optional)
es_export_physics

Export physics settings, colliders, and constraints to IR format. Maps PhysX (UE5) or Unity physics components to neutral representations.

Parameters: outputPath (string, optional)

Import (Target Engine)

es_import_assets

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.

Parameters: inputPath (string) — Path to IR data; targetPath (string, optional) — Where to create assets
es_import_scripts

Import IR code and generate native scripts. Converts IR to C# MonoBehaviours (Unity) or Blueprint classes (UE5) with engine-specific API calls.

Parameters: inputPath (string); targetPath (string, optional)
es_import_materials

Import IR materials and create native materials with correct shader mappings for the target render pipeline.

Parameters: inputPath (string); targetPath (string, optional)

Session Management

es_session_create

Create a new Engine Swap conversion session. Sets up shared folder polling, initializes conversion manifests, and prepares the IR workspace.

Parameters: sourceEngine (string) — "ue5" or "unity"; targetEngine (string); sharedPath (string, optional)
es_session_resume

Resume a previously paused conversion session. Detects changes since last export and performs incremental re-export of modified assets.

Parameters: sessionId (string)
es_resolve_conflicts

Review and resolve conversion conflicts identified during import. Uses AI-guided ambiguity resolution with user decision prompts for items without direct equivalents.

Parameters: conflictId (string, optional); resolution (string, optional) — "auto", "skip", "manual"
es_mapping_query

Query the mapping databases to find equivalents between engines. Search component, type, event, node, material, input, and physics mappings.

Parameters: database (string) — "components", "types", "events", "nodes", "materials", "input", "physics"; query (string)

SimForge

Addon

31 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)

sf_scan_aircraft

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.

Parameters: rootActor (string); scanDepth (int, optional)
sf_identify_parts

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.

Parameters: meshPath (string); context (string, optional)
sf_analyze_complexity

Estimate conversion complexity and output fidelity. Reports polygon counts, texture resolution, animation channel count, and recommends visual/basic/full fidelity level.

Parameters: manifestId (string)
sf_validate_aircraft

Validate aircraft structure against MSFS and DCS requirements. Checks for required components (cockpit, exterior, collision), texture formats, and naming conventions.

Parameters: manifestId (string); target (string) — "msfs", "dcs", or "both"
sf_export_ir

Export the aircraft to SimForge Aircraft IR (intermediate representation). Generates a universal JSON format containing geometry references, materials, animations, and flight dynamics data.

Parameters: manifestId (string); fidelity (string, optional) — "visual", "basic", "full"; outputPath (string, optional)
sf_status

Check the status of an active SimForge conversion session. Returns current pipeline stage, progress, and any errors or warnings.

Parameters: none

Blender Pipeline (7 tools)

sf_blender_import

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.

Parameters: irPath (string); cleanScene (bool, optional)
sf_blender_optimize

Optimize meshes in Blender for flight sim targets. Applies decimation, LOD generation, UV unwrapping for lightmaps, and texture atlas creation.

Parameters: targetPolyCount (int, optional); lodLevels (int, optional); generateAtlas (bool, optional)
sf_blender_animations

Set up flight sim animation channels in Blender. Configures control surface deflections, gear retraction, propeller rotation, and cockpit switch animations with correct pivot points.

Parameters: animationType (string) — "control_surfaces", "gear", "propeller", "switches", "all"
sf_blender_export_msfs

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.

Parameters: outputPath (string); lodLevels (int, optional)
sf_blender_export_dcs

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.

Parameters: outputPath (string); connectors (bool, optional)
sf_blender_materials

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.

Parameters: target (string) — "msfs" or "dcs"; convertTextures (bool, optional)
sf_blender_validate

Validate the Blender scene against sim-specific requirements before export. Checks naming conventions, hierarchy, material assignments, and animation channels.

Parameters: target (string) — "msfs" or "dcs"

MSFS Generation (8 tools)

sf_msfs_package

Generate a complete MSFS Community Package structure. Creates the folder hierarchy, manifest.json, layout.json, and all required configuration files.

Parameters: packageName (string); outputPath (string); aircraftType (string, optional)
sf_msfs_config

Generate aircraft.cfg, flight_model.cfg, engines.cfg, and systems.cfg for MSFS. Populates configuration values from Aircraft IR flight dynamics data.

Parameters: irPath (string); outputPath (string)
sf_msfs_gauges

Generate cockpit instrument gauges as MSFS HTML/JS instruments. Creates gauge templates for airspeed, altimeter, attitude, heading, VSI, engine instruments, and custom gauges.

Parameters: gaugeType (string); outputPath (string); customConfig (object, optional)
sf_msfs_panel

Generate the cockpit panel.cfg mapping gauge positions and sizes to the 3D cockpit model texture coordinates.

Parameters: instruments (object[]); outputPath (string)
sf_msfs_sounds

Generate MSFS sound.cfg with engine, wind, gear, and cockpit sound configurations. Maps sound events to audio file references.

Parameters: engineType (string); outputPath (string)
sf_msfs_flight_model

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.

Parameters: irPath (string); outputPath (string); tuneLevel (string, optional) — "basic", "intermediate", "advanced"
sf_msfs_livery

Generate livery texture templates and configuration for MSFS. Creates texture.cfg and fallback paint kit references.

Parameters: liveryName (string); outputPath (string)
sf_msfs_validate

Validate a complete MSFS package for submission readiness. Checks package structure, manifest integrity, model references, and configuration completeness.

Parameters: packagePath (string)

DCS Generation (6 tools)

sf_dcs_module

Generate DCS World module structure. Creates the Lua-based module framework with entry.lua, device scripts, and cockpit definitions.

Parameters: moduleName (string); outputPath (string); moduleType (string, optional) — "aircraft", "helicopter"
sf_dcs_devices

Generate DCS device Lua scripts for cockpit systems. Creates clickable cockpit devices with command bindings, argument animations, and input handler functions.

Parameters: deviceType (string); outputPath (string)
sf_dcs_flight_model

Generate DCS flight dynamics model from Aircraft IR data. Creates the FM Lua tables for aerodynamics, engine performance, fuel system, and autopilot parameters.

Parameters: irPath (string); outputPath (string)
sf_dcs_weapons

Generate weapons station definitions, pylon configurations, and ordnance compatibility tables for DCS combat aircraft.

Parameters: stationCount (int); outputPath (string); weaponTypes (string[], optional)
sf_dcs_sounds

Generate DCS sound environment definitions. Creates snd_env Lua tables for engine, cockpit, and external sound configurations.

Parameters: engineType (string); outputPath (string)
sf_dcs_validate

Validate DCS module structure, Lua syntax, EDM model references, and device script completeness. Reports issues preventing module loading.

Parameters: modulePath (string)

Session Management (4 tools)

sf_session_create

Create a new SimForge conversion session. Initializes the pipeline workspace, configures target simulators, and sets fidelity level.

Parameters: aircraftName (string); targets (string[]) — ["msfs", "dcs"]; fidelity (string, optional)
sf_session_resume

Resume a paused conversion session from its last checkpoint. Detects changes and reruns only affected pipeline stages.

Parameters: sessionId (string)
sf_session_export

Export the completed conversion results as distributable packages. Creates zip archives for MSFS Community folder and DCS Mods folder installation.

Parameters: sessionId (string); outputPath (string)
sf_session_report

Generate a detailed conversion report. Lists all processed assets, conversion decisions, warnings, manual intervention items, and output file manifest.

Parameters: sessionId (string); format (string, optional) — "json" or "html"

AeroStudio

Addon

42 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)

as_airfoil_search

Search the airfoil database by name, family, or performance characteristics. Returns matching NACA and custom airfoil profiles with lift, drag, and moment data.

Parameters: query (string); family (string, optional); maxResults (int, optional)
as_airfoil_details

Get detailed data for a specific airfoil. Returns coordinate points, polar curves (Cl/Cd/Cm vs alpha), thickness distribution, and camber line data.

Parameters: airfoilId (string); reynolds (float, optional)
as_airfoil_compare

Compare two or more airfoils side by side. Generates overlay plots of geometry and polar curves highlighting performance differences at specified Reynolds numbers.

Parameters: airfoilIds (string[]); reynolds (float, optional); alphaRange (float[], optional)
as_airfoil_create

Create a custom airfoil profile from NACA parameters, coordinate data, or by interpolating between existing airfoils. Saves to the local database.

Parameters: name (string); method (string) — "naca", "coordinates", "interpolate"; data (object)

Airfoil Analysis (5 tools)

as_xfoil_analyze

Run XFOIL viscous analysis on an airfoil at specified Reynolds number and angle of attack range. Returns lift, drag, and moment coefficient curves.

Parameters: airfoilId (string); reynolds (float); alphaStart (float); alphaEnd (float); alphaStep (float, optional)
as_xfoil_optimize

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.

Parameters: baseAirfoil (string); objective (string); reynolds (float); constraints (object, optional)
as_transition_analysis

Analyze boundary layer transition location on an airfoil. Reports laminar-to-turbulent transition points, separation bubbles, and boundary layer properties.

Parameters: airfoilId (string); reynolds (float); alpha (float)
as_polar_generate

Generate complete polar data across a range of Reynolds numbers. Creates a polar database suitable for flight dynamics model integration.

Parameters: airfoilId (string); reynoldsRange (float[]); alphaRange (float[], optional)
as_roughness_analysis

Analyze the effect of surface roughness (bug contamination, rain, ice) on airfoil performance. Simulates forced transition at specified chord locations.

Parameters: airfoilId (string); reynolds (float); roughnessLocation (float) — Chord fraction 0-1

Wing Design (5 tools)

as_wing_create

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.

Parameters: name (string); span (float); rootChord (float); tipChord (float); sweep (float, optional); dihedral (float, optional); twist (float, optional); airfoil (string)
as_wing_analyze

Run lifting-line or VLM analysis on a wing. Returns span-wise lift distribution, induced drag, total lift and drag coefficients, and stall characteristics.

Parameters: wingId (string); velocity (float); alpha (float); altitude (float, optional)
as_wing_optimize

Optimize wing planform for minimum induced drag, maximum range, or target lift coefficient. Varies taper ratio, twist distribution, and sweep angle.

Parameters: wingId (string); objective (string); constraints (object, optional)
as_wing_loads

Calculate structural loads on a wing. Returns shear force, bending moment, and torsion distributions for specified flight conditions (g-loads, gust encounters).

Parameters: wingId (string); loadFactor (float); velocity (float); weight (float)
as_wing_vg_placement

Calculate optimal vortex generator placement on a wing. Determines chordwise position, spacing, height, and angle based on boundary layer analysis.

Parameters: wingId (string); targetSection (float, optional); vgType (string, optional)

Aircraft Analysis (5 tools)

as_aircraft_create

Define a complete aircraft configuration from wing, fuselage, tail, and engine parameters. Creates an aircraft model for performance and stability analysis.

Parameters: name (string); wingId (string); fuselage (object); tail (object, optional); engines (object[], optional)
as_aircraft_performance

Calculate aircraft performance envelope. Returns rate of climb, ceiling, range, endurance, stall speed, maximum speed, and takeoff/landing distances at various weights and altitudes.

Parameters: aircraftId (string); weight (float); altitude (float, optional)
as_aircraft_stability

Analyze static and dynamic stability. Returns CG limits, neutral point, static margin, and dynamic mode characteristics (short period, phugoid, dutch roll, spiral).

Parameters: aircraftId (string); cgPosition (float, optional); velocity (float)
as_aircraft_trim

Calculate trim conditions for straight-and-level flight, climb, descent, and coordinated turns. Returns required control surface deflections and thrust setting.

Parameters: aircraftId (string); condition (string) — "level", "climb", "descent", "turn"; velocity (float); altitude (float)
as_aircraft_envelope

Generate the complete flight envelope (V-n diagram). Calculates maneuvering speed, design dive speed, gust load factors, and structural limit boundaries.

Parameters: aircraftId (string); weight (float); altitude (float)

CFD (4 tools)

as_cfd_setup

Set up a CFD simulation using AeroSandbox panel methods or VLM. Configure mesh resolution, boundary conditions, turbulence model, and flow parameters.

Parameters: geometryId (string); method (string) — "panel", "vlm"; velocity (float); alpha (float)
as_cfd_run

Execute a CFD simulation. Returns pressure distribution, force coefficients, and flow visualization data. Runs asynchronously for large meshes.

Parameters: setupId (string); iterations (int, optional)
as_cfd_results

Retrieve and post-process CFD results. Extract Cp distributions, streamlines, velocity fields, and integrated force/moment values.

Parameters: runId (string); outputs (string[], optional) — "pressure", "velocity", "streamlines", "forces"
as_cfd_sweep

Run a parametric CFD sweep across angle of attack, sideslip, or Mach number range. Generates polar-style output tables for each sweep variable.

Parameters: setupId (string); sweepVariable (string); range (float[]); step (float)

Flight Dynamics (4 tools)

as_fdm_create

Create a JSBSim flight dynamics model from aircraft data. Generates the XML aircraft definition with aerodynamics, propulsion, mass, and ground reactions.

Parameters: aircraftId (string); outputPath (string)
as_fdm_simulate

Run a JSBSim flight simulation with specified initial conditions and control inputs. Returns time-series data for all state variables.

Parameters: fdmPath (string); duration (float); initialConditions (object); controlInputs (object[], optional)
as_fdm_trim

Find trim conditions in JSBSim for specified flight states. Returns converged control positions and state variables for steady flight.

Parameters: fdmPath (string); trimMode (string) — "longitudinal", "full"; velocity (float); altitude (float)
as_fdm_export

Export JSBSim FDM data to SimForge Aircraft IR format for use in MSFS or DCS conversion pipelines. Bridges AeroStudio analysis with SimForge output generation.

Parameters: fdmPath (string); outputPath (string); target (string, optional) — "simforge_ir"

Optimization (3 tools)

as_optimize_design

Run multi-objective design optimization using AeroSandbox. Optimize wing, airfoil, or full aircraft for multiple competing objectives (range vs speed, weight vs strength).

Parameters: designId (string); objectives (string[]); variables (object); constraints (object, optional)
as_optimize_status

Check the status of an active optimization run. Returns iteration count, current objective values, convergence metrics, and Pareto front progress.

Parameters: optimizationId (string)
as_optimize_results

Retrieve optimization results. Returns the Pareto front, best designs, design variable values, and sensitivity analysis data.

Parameters: optimizationId (string); format (string, optional) — "summary", "detailed", "pareto"

3D Printing / Fabrication (5 tools)

as_print_vg

Generate 3D-printable vortex generator models using CadQuery. Creates STL files sized for the Creality K1 CF print bed with optimized print orientation.

Parameters: vgType (string); height (float); length (float); spacing (float); count (int); outputPath (string)
as_print_winglet

Generate 3D-printable winglet models from wing analysis data. Creates parametric winglet geometry with cant angle, sweep, and airfoil section control.

Parameters: wingId (string); wingletType (string) — "blended", "raked", "split"; height (float); outputPath (string)
as_print_control_surface

Generate 3D-printable control surface models (ailerons, flaps, elevators) with hinge line, horn balance, and gap seal geometry.

Parameters: wingId (string); surfaceType (string); chordFraction (float); spanStart (float); spanEnd (float); outputPath (string)
as_print_wind_tunnel

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.

Parameters: geometryId (string); scale (float); mountType (string, optional); outputPath (string)
as_print_slice

Generate print-ready G-code for the Creality K1 CF. Applies printer-specific profiles (layer height, infill, supports), estimates print time and material usage.

Parameters: stlPath (string); profile (string, optional) — "fast", "standard", "high_quality"; material (string, optional) — "pla", "petg", "cf_nylon"; outputPath (string)

Integration (4 tools)

as_import_mesh

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.

Parameters: assetPath (string); simplify (bool, optional)
as_export_fdm

Export flight dynamics data to SimForge for flight simulator conversion. Bridges AeroStudio analysis results to the SimForge Aircraft IR format.

Parameters: aircraftId (string); outputPath (string)
as_export_geometry

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.

Parameters: geometryId (string); format (string, optional); lodLevels (int, optional); outputPath (string)
as_report

Generate a comprehensive engineering report from analysis results. Includes charts, data tables, methodology notes, and recommendations in HTML or PDF format.

Parameters: analysisIds (string[]); format (string, optional) — "html" or "pdf"; outputPath (string)

Session (3 tools)

as_session_create

Create a new AeroStudio analysis session. Starts the Python backend server on port 4002 if not already running and initializes the workspace.

Parameters: projectName (string); workspacePath (string, optional)
as_session_status

Check AeroStudio session and Python backend status. Reports server health, loaded datasets, active analyses, and available compute resources.

Parameters: none
as_session_cleanup

Clean up temporary analysis files and optionally stop the Python backend server. Preserves saved results and reports.

Parameters: stopServer (bool, optional); keepResults (bool, optional)