entity.set_component
Since next
[editor or disk] Put this component on this entity, replacing any of its type, one undo step.
Fields are FLAT ({"type":"mesh","asset":"cube"}), not under play.query's "props"; only script has props.
| Title | Set a component |
| Mode | |
| Token cost | about 160 tokens (in the default list, paid on every call) |
| Toolset | core |
Arguments
| Argument | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
agent | string | no | The name of the agent making the call, when several agents share one connection: each named agent is its own actor and plays its own game. Leave it out when there is one agent. | ||
component | object | yes | {"type": mesh, collider, rigidbody, controller, camera, light, spawn, script, …, its fields} | ||
entity | string | yes | |||
save | boolean | no | true saves the scene afterwards. | ||
scene | string | no | The scene file to act on. The open scene when absent. |
Example
An MCP tools/call with the required arguments (placeholders in angle brackets).
{
"name": "entity.set_component",
"arguments": {
"component": {},
"entity": "<entity>"
}
}