R3

org.r3js/r3 · v3.27.0 · ai-and-media

R3 is healthy: it completed an MCP handshake in 1741 ms and exposes 50 tools.

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

Endpoint: https://mcp.r3js.org/mcp (streamable-http)

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Facts

Users (last 30 days)0
HandshakeHealthy
Auth neededNone
Tool count50
Latency1741 ms
Last checked (UTC)2026-10-15T13:10:09.660Z

Health history

Checked (UTC)StatusLatencyError
2026-10-15T13:10:09.660ZHealthy1741

Tools (50)

r3_docs_listEvery 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.
r3_docs_readReturn 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") index
r3_whoamiReport the R3 account this agent key acts for, what it is allowed to do, and whether the R3 platform is reachable. Call this first: it verifies the key end to end and tells you which capabilities you have before you attempt any other tool.
r3_project_createCreate 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 / mobile-landscape) that fills the
r3_project_listList 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. Searc
r3_project_loadList 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 actually landed. Value
r3_preview_createCreate 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.
r3_preview_removeRemove 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 remove it then, and you m
r3_publish_livePublish 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 already live this is a p
r3_unpublish_liveTake 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 offline on your own to
r3_release_listList 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 NOT change the live si
r3_release_rollbackMake 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: the release that was l
r3_publish_settings_readRead 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 button, first click,
r3_publish_settings_setChange 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 title and description in
r3_project_deletePermanently delete an R3 project. With the project:delete:created capability, only a project THIS agent key created — use it to clean up your own abandoned attempts; the user's own projects and other keys' are refused. With project:delete:owned, any project the user owns, and only when the user aske
r3_factory_listList 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 a factory name or it
r3_factory_runAdd 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 project's live copy:
r3_code_writeAdd 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 to save (r3_editor_cod
r3_code_readRead 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 after a write whose r
r3_help_writeSet 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 surface for that; do not bu
r3_component_setSet 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_editor_set is the sam
r3_component_readRead 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 is the case this exis
r3_component_addAdd 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 now, no editor needed
r3_editor_openOpen 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. The same access rule
r3_editor_inspectRead 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_component_read reads the ke
r3_editor_setThe 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. `values` take r3_component_
r3_editor_codeThe 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 baseVersion, the codeVersi
r3_editor_createThe 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 and their params.
r3_editor_add_componentThe 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 tab with the projec
r3_editor_deleteDelete 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, colliders …), an Entit
r3_editor_saveSave 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 at a milestone you te
r3_editor_undoUndo the last change YOU (this agent key) 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 it back. It never undoes the user's chan
r3_release_restorePut 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 at once in any R3 tab
r3_editor_runPress 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 read live values wit
r3_editor_stopPress 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 right.
r3_editor_captureCapture 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 after r3_editor_run to
r3_blender_listList 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 meshes the user's proj
r3_blender_importAdd a Blender model the account has uploaded (its current version) to an existing R3 project — the whole model, or only the meshes you name. Every Blender object becomes an R3 Mesh keeping its own position, rotation, scale and origin, with its geometry, materials and textures wired up; objects shari
r3_blender_updateA re-uploaded Blender model is always its latest version; the user's projects keep the meshes they have until asked. This tool asks and answers that one question: choice update_projects without reportId shows which projects and entity templates use an older version (or an earlier import of the same
r3_image_listList the images this R3 account owns, with the URL to use for each one. That URL is exactly what R3ComponentTexture.url takes, so this is how you find the account's own artwork — a wood grain, a logo, a skybox — and then point a texture at it with r3_component_set. Search by name rather than paging
r3_audio_listList the audio files this R3 account owns, with the URL to use for each one. That URL is exactly what R3ComponentAudio.url takes, so this is how you find a sound the account already has — a footstep, a drum hit, a music bed — and then point an Audio component at it with r3_component_set. Search by
r3_image_createStore a small image YOU generated in this R3 account's image library and get back the URL for it — the value R3ComponentTexture.url takes. This is how you make a checkerboard, a gradient, a test grid or a noise tile and then actually put it on something with r3_component_set. Pass the image as a ba
r3_assets_unusedThe account's images, models and audio files that nothing uses — no project, no entity template, no other user's project — with each one's size and date, biggest first, and the total. The same report as the R3 app's Profile → Unused files, by the same rules the deletes use. A model lists the images
r3_asset_deleteDelete one of the account's images, models, audio files or Blender models (kind blender: a whole uploaded .blend with every version; its meshes in use stay) — the same reference-guarded delete as the R3 app. With asset:delete:created, only an asset THIS agent key created (today: images made with r3_
r3_bug_reportSend R3 a bug report about R3 ITSELF (the engine, the editor, these tools), in the user's name and naming this key. It becomes one of the user's support issues, which only the user and R3's team see. Use it when R3 does something its documentation says it should not, after checking the docs (r3_docs
r3_bug_reports_mineThe user's own support issues — bug reports and questions they or their agent keys sent R3 — newest first, with status, date, the project and whether an agent key filed it (and which). Read it BEFORE r3_bug_report: when one already covers the fault, tell the user about that one (its link) instead of
r3_roadmap_listThe public R3 roadmap: what is planned, in progress, proposed by the community and shipped, with each item's vote count and whether the user has voted for it — plus the user's OWN suggestions still awaiting R3's approval, marked pending, and the ones R3 declined, marked declined with R3's reason (on
r3_roadmap_upvoteAdd the user's vote to a public roadmap item (its id from r3_roadmap_list), when the user wants it or it covers what you were about to suggest. One vote per user: an item the user already voted for stays voted, and this never removes a vote. Needs the roadmap:vote right.
r3_roadmap_suggestSuggest a feature for R3's public roadmap, in the user's name and naming this key. It is HELD until R3's team approves it: not public, not votable, until then. Call r3_roadmap_list first and upvote an existing item instead when one covers it. Say what the feature lets a person do and why (what you w
r3_project_changesWhat OTHER people changed in a project — the user in any R3 tab, their other agents — oldest first, grouped per author and per thing: properties set, code and help updated (with versions), components added, deleted or restored, the project renamed. Your own changes (this key's) are never listed. Eve