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synspace-beta.vercel.app

synspace-beta.vercel.app

live Unverified (seed import) Developer Tools 30 tools imperative implementation

SynSpace

First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com

Answer 7 · Act 22 · Transact 1 · Score: Not yet scored

Tool inspector

spawn_3d_asset

act imperative

Place a new object into the world at a floor position. Optionally size it in metres (width_m/height_m/depth_m) and give it a label, which buildings and hospitals show as signage. Returns the created object id.

Input schema

PropertyTypeRequiredDescription
model_type string yes Kind of asset to place. Built-in kinds: desk, chair, meeting-table, sofa, plant, partition, server-rack, door, storage-unit, whiteboard, cafe-table, counter, wall-segment, barrier, building, hospital, road, vehicle. Kinds added with define_asset work here too — call list_asset_types for the current set.
x number yes Metres along X from the room centre.
y number no Height in metres. Use 0 to stand on the floor.
z number yes Metres along Z from the room centre.
rotation — no Rotation in DEGREES. Either a single number for yaw, or [x, y, z]. 0 faces +Z.
color string no Optional 6-digit hex accent colour, e.g. "#4f8cff".
label string no Optional display name. Buildings and hospitals render this as signage on the front of the model, so a name like "City Hospital" or "Riverside Tower" is visible in the 3D world.
width_m number no Optional real-world width in metres. The asset kit is fixed; sizing an instance is how you get a tower rather than a shop from the same building model.
height_m number no Optional real-world height in metres.
depth_m number no Optional real-world depth in metres.
Raw JSON schema
{
  "type": "object",
  "properties": {
    "model_type": {
      "type": "string",
      "description": "Kind of asset to place. Built-in kinds: desk, chair, meeting-table, sofa, plant, partition, server-rack, door, storage-unit, whiteboard, cafe-table, counter, wall-segment, barrier, building, hospital, road, vehicle. Kinds added with define_asset work here too — call list_asset_types for the current set."
    },
    "x": {
      "type": "number",
      "description": "Metres along X from the room centre."
    },
    "y": {
      "type": "number",
      "description": "Height in metres. Use 0 to stand on the floor."
    },
    "z": {
      "type": "number",
      "description": "Metres along Z from the room centre."
    },
    "rotation": {
      "description": "Rotation in DEGREES. Either a single number for yaw, or [x, y, z]. 0 faces +Z.",
      "anyOf": [
        {
          "type": "number"
        },
        {
          "type": "array",
          "items": {
            "type": "number"
          },
          "minItems": 3,
          "maxItems": 3
        }
      ]
    },
    "color": {
      "type": "string",
      "description": "Optional 6-digit hex accent colour, e.g. \"#4f8cff\"."
    },
    "label": {
      "type": "string",
      "description": "Optional display name. Buildings and hospitals render this as signage on the front of the model, so a name like \"City Hospital\" or \"Riverside Tower\" is visible in the 3D world."
    },
    "width_m": {
      "type": "number",
      "description": "Optional real-world width in metres. The asset kit is fixed; sizing an instance is how you get a tower rather than a shop from the same building model."
    },
    "height_m": {
      "type": "number",
      "description": "Optional real-world height in metres."
    },
    "depth_m": {
      "type": "number",
      "description": "Optional real-world depth in metres."
    }
  },
  "required": [
    "model_type",
    "x",
    "z"
  ],
  "additionalProperties": false
}

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