paprika3d (the three.js toolset for coding agents)

io.github.paprika3d由 GitHub 帳號 paprika3d 發布v0.2.4更新於 Nov 3, 2026

Three.js MCP server: see, play, test and profile the three.js and WebGL pages your agent builds

概覽

AI 產生的概覽

一套 three.js 工具組,讓程式助理在無頭 Chrome 中開啟、檢視、試玩、測試、效能分析並發佈 three.js 與 WebGL 頁面。

可以做什麼
  • 在無頭 Chrome 中以暫停且固定種子的時鐘開啟 three.js、React Three Fiber 或 WebGL 頁面,截圖並列出畫面上可見與始終不可見的物件
  • 讀取頁面狀態,對 scene、camera 與 renderer 執行 JavaScript,並檢查網格幾何資料
  • 在精確影格上用鍵盤、滑鼠、觸控與捲動試玩頁面,儲存可在每次修改後重跑的檢查,並量測事件回饋手感
  • 依預算量測影格時間、找出開銷來源,並套用不改變畫面的加速方案
  • 稽核 .glb、.gltf 與 USD 模型檔,用程式碼建構模型並存成 .glb,在託管素材庫中搜尋模型、貼圖與天空
  • 將頁面與參考圖比對,並在被要求時把專案發佈到託管子網域
適用情境
適合助理建置或維護 three.js、React Three Fiber 或 WebGL 頁面(如遊戲、檢視器、配置器、模擬或著色器展示),且需要實際驗證畫面與功能而非憑猜測判斷時。也適合分析影格時間與檢查匯入的 3D 模型。
執行需求
透過 npx 以 stdio 在本機執行,需要 Node 20.11 或更新版本以及 Google Chrome(可用 PAPRIKA3D_CHROME 指定路徑)。發佈需要候補名單邀請碼 PAPRIKA3D_PUBLISH_INVITE;選用的圖像或模型生成使用你自己的服務商金鑰,例如 FAL_KEY。素材搜尋與部分 CDN 取得需要網路存取。
安裝前請注意
工具會改動專案:open 會寫入輔助檔案與執行目錄,optimize 會重寫執行階段設定,publish 在被要求時會把建置產物公開上傳。素材搜尋與所選素材會傳送給第三方素材庫;回饋報告包含工具名稱、錯誤與安裝 ID,除非設定 DO_NOT_TRACK=1 或 PAPRIKA3D_TELEMETRY=0。選用的圖像或模型生成會計費到你的服務商金鑰。發佈時會讀取憑證檔,助理不應列印其內容。

安裝

在 SourceWeft 中

  1. 開啟 儀表板中的 paprika3d (the three.js toolset for coding agents),將其新增到工作區。
  2. 為需要使用其工具的對話啟用該服務。

Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。

其他 MCP 客戶端

參照 儲存庫 中的啟動說明。

README

paprika3d

paprika3d turns your coding agent into a game studio.

Three.js MCP server and Claude Code plugin: build three.js games and 3D pages end to end, from references and a design doc to playtesting, models and a published link.

[npm] [works with Claude Code, Codex, Gemini CLI, Cursor and VS Code] [MCP server] [docs] [license: Apache 2.0] [paprika3d MCP server: quality and maintenance score on Glama]

[An 8-second loop from the paprika3d intro reel: a flower burst over a harbour, a yellow-walled Backrooms corridor, a stone figure with a skull at a computer keyboard, a low-poly lighthouse and cottage, a lighthouse on a green sea cliff with two people, and an illustrated PAPRIKA poster. It links to the full 46-second video.]

It takes a three.js game from references on the web to a look and character sheets, a design doc with the creative calls left to you, the build, then loops that keep improving it, all in one lean package of tools. Along the way your agent plays the game, measures every frame and finds or builds the models. That is how the game gets good: it finds the invisible model, the file that never loaded and the flickering faces, and fixes them before it tells you it is done.

In Claude Code the whole flow is two commands, /paprika3d:paprika-make <request> and /paprika3d:paprika-loop <request> for <time>. Codex, Gemini CLI, Cursor and other MCP clients get the same tools, and the skills with npx skills add paprika3d/paprika3d.

The main result: with paprika3d, Sonnet 5.5 made 86% of its 3D objects pass every check, against 66% without it: +20 points (95% interval +11 to +29), over 150 runs in each arm. The checks are no flickering, see-through or inside-out faces, code that runs, and a budget. The checks come from 3JSBench by General Context Labs. All results, each with its run count.

Install

Needs Google Chrome and Node 20.11 or later; the Claude Code plugin needs Claude Code 2.1.118 or later.

AgentInstall
Claude Codeclaude plugin marketplace add paprika3d/paprika3d
claude plugin install paprika3d@paprika3d
Codex CLIcodex mcp add paprika -- npx -y paprika3d serve
Gemini CLIgemini mcp add paprika npx -y paprika3d serve
Cursor, VS Code, Windsurfnpx -y paprika3d serve as an MCP server in the client's settings (JSON below)
Skill only (any agent)npx skills add paprika3d/paprika3d (one skill: --skill threejs-screenshot)

Then, in Claude Code, type /paprika3d:paprika-make <request> to make a game or 3D page from one request. In any agent, ask it to use paprika3d to playtest a page you already have.

Other MCP clients

Cursor (.cursor/mcp.json), Windsurf and any other MCP client take this entry; VS Code's .vscode/mcp.json takes the same entry under servers instead of mcpServers:

json
{  "mcpServers": {    "paprika": {      "command": "npx",      "args": ["-y", "paprika3d", "serve"]    }  }}

How it works

/paprika3d:paprika-make <request> works in this order, with a few rounds of questions for the calls that are yours. The first three stages each write a file you can read and change; how it works has each stage's files, questions and keys.

StageWhat happensTools and files
1. ReferencesYour pictures, or a subagent's picks from Wikimedia Commons and Openverse with each licence and source, numbered on one picture for you to keep or drop. If you say yes, a search of the web, YouTube included, for study references and free models; these stay in refs/study/ and are never publishedrefs/, reference
2. Look and charactersA style sheet (LOOK.md: palette, light, materials, camera and the checks the build is held to) and character sheets (CHARACTERS.md), written from the tagged references. A free look board of your references and their colours every time; with your own fal, OpenAI or Gemini key, an image model's look board and front, side and back views of up to four characterssheet (preview), refs/sheets/
3. Design docFor a game, DESIGN.md: core loop, controls, progression, win and lose, levels, feel, audio and UI. The calls that change what the game is (tone, the progression, the win condition) are asked of you; the rest are logged as the builder's, with the options not taken, so you can change one. Your own design doc is read and added to, never overwritten. BRIEF.md lists what the build is checked againstDESIGN.md, BRIEF.md
4. BuildWhere each key model comes from: the library, a free CC0 or CC BY model from the web, a model generated with your own fal, Meshy or Tripo key, or code. Then the whole page in one pass, opened, played, measured and fixed against the brief, with a critic listing what still looks wrongasset_search (preview), model_run and model_look (preview), model_audit, geo.js, fx.js, and the tools below
5. Loops/paprika3d:paprika-loop <request> for <time> keeps improving it unattended until the time is up: fresh claude -p sessions, a builder then a read-only judge each round, a commit per round. Change paprika-loop/PROMPT.md while it runs to change course. publish (preview, invite-only) puts the game on https://<name>.paprika3d.app when you askpaprika-loop, publish (preview)

A one-line request takes about four rounds of questions and spends nothing on your keys unasked. sheet names which image and 3D model keys are set, never their values; set one with /plugin configure paprika3d or the provider's usual variable, such as FAL_KEY. The loop starts only when you type it; each round is two Claude Code sessions, billed as such, and it needs claude and git on PATH. To publish, join the waitlist at https://paprika3d.com/waitlist and set PAPRIKA3D_PUBLISH_INVITE to your code; what a publish uploads and records.

The full flow runs in Claude Code. In other agents the tools below work the same, and npx skills add paprika3d/paprika3d adds the skills.

How the game gets good

From the first draft on, every stage runs on these tools. Your agent opens its page in headless Chrome on a clock it controls, reads which objects are on screen and which never appear, plays inputs on exact frames and times each frame. They work on any three.js, React Three Fiber or WebGL page, WebGPURenderer included: games, product viewers and configurators, scroll sites, simulations, shader and post-processing demos. Your page needs no changes.

PartWhat your agent doesTools
See itSees what is on screen, what never appears and why (behind the camera, outside the view, too small), which files failed to load, and which lighting and surface faults showopen, look, observe
Play itPresses keys, clicks, touches and scrolls on exact frames of a paused, seeded clock, reads the state after each input, keeps a play as a check that reruns after every edit, and measures how a hit or pickup shows on screeninteract, test, feel
Ask itRuns any JavaScript against scene, camera and renderer, and reads each mesh's triangles, bounds, closed edges, volume and genuseval
Speed itTimes the frame against a desktop, mobile, Quest or site budget, finds what costs it, and keeps only the speed-ups that leave the picture unchangedperf
Match a pictureReads a picture the page should match (a crop with a pixel grid, colours at points), and puts the page beside it with the differences by regionreference
Find modelsFinds a ready-made model, PBR texture or HDRI sky in a hosted library (57,732 models, 3,545 textures, 1,430 skies), by words or by a crop of a picture; pick downloads one into the project with the code that loads it, and a CC BY model's credit line into CREDITS.mdasset_search (preview)
Build modelsBuilds a model in code, in a modelling scene kept between calls (three.js and Manifold: booleans, hull, extrude, revolve), shows it true to size from four sides, and saves a .glb the page loadsmodel_run, model_look (preview)
Check modelsChecks .glb, .gltf and USD files for size, triangles, textures and compression, with a site or Shopify verdict; shrink rewrites a .glb or .gltf smallermodel_audit

open also puts two helper files in the project, geo.js (procedural geometry) and fx.js (sound, textures, particles, a lighting setup), and the skill can add game-state, which keeps game state in typed arrays and runs Rapier physics in a worker. send_feedback sends the team a report when a reply was wrong. Every tool, with when to reach for it, the skills, the hooks and the files: what the plugin adds.

What your agent sees

Every reply is short text with the numbers that fix the problem. Part of one look reply, on a test page with a start line laid flat on a road:

text
Surfaces: "road" and "startDecal" share a face plane (y = 0.00) over 2.6 × 16 units: they flicker as the camera moves (z-fighting). Move one at least 0.00054 units off the plane (what the depth buffer can tell apart at 21 units from this camera), give the top one material.polygonOffset = true with polygonOffsetFactor -1, or remove the hidden face.On screen (4):road 44% [0, 307, 1279, 799] 500 × 18 units, along the viewgrass 17% [0, 307, 1279, 587] 600 × 400 unitsstartDecal 0.46% [366, 427, 915, 440] 16 × 2.6 units, across the viewboard4 0.075% [553, 286, 587, 307] 8 × 5 unitsNever visible: none

Results

3JSBench by General Context Labs checks the 3D objects a model builds from one-line requests. In our run of its checks, more objects pass with paprika3d:

3JSBenchWithout paprika3dWith paprika3dDifference (95% interval)Runs
Sonnet 5.5: objects that pass every check66%86%+20 points (+11 to +29)150 per arm (50 objects, 3 runs each)
Opus 5.5: objects that pass every check63%78%+15 points (+4 to +26)150 per arm (50 objects, 3 runs each)
Sonnet 5.5: objects with no flickering (z-fighting) faces68%88%+20 points (+11 to +29)150 per arm (50 objects, 3 runs each)
Opus 5.5: objects with no flickering (z-fighting) faces69%89%+21 points (+11 to +31)150 per arm (50 objects, 3 runs each)

Imported models show up, at the right size. Sonnet 5.5 building three.js pages that each load a glTF model. The paprika3d runs had a one-time reminder to open the page after the first edit; the plugin's after-edit hook now says once that a page the agent wrote has not been opened.

Imported modelsWithout paprika3dWith paprika3dRuns
Model loaded and shown at the right size1 of 11 runs9 of 11 runs11 per arm, a small sample
Draco-compressed model loaded0 of 3 runs3 of 3 runs3 per arm, a small sample

On a mini golf page the agent loaded a toy car so small it never showed up, and the screenshot looked fine. look named it: Never visible: ToyCar (0.0338 units, in view).

Finding flickering faces in finished objects. An agent was shown 133 finished objects, one run each, and asked for their defects. With Sonnet 5.5, paprika3d found 75% of the flickering faces and Playwright MCP with a written QA skill and a measuring script found 44%; paprika3d passed 80% of the clean objects and Playwright 66%. With Opus 5.5 the two were close: 40% and 35% of the flickering faces found.

Heavy physics leaves the main thread free. With game-state, a scene of about 2,000 crates spent 1.3 to 2.0 ms of each frame on the main thread instead of 7 to 11 ms, and passed 18 of 18 game checks either way. Opus 5.5, 2 runs per arm, a small sample; both arms had paprika3d, the difference is game-state.

How it compares with Playwright MCP and Blender MCP

paprika3d is built for one job: an agent making a three.js game or 3D page, end to end.

paprika3dPlaywright MCPBlender MCP
Sees the three.js scene graph (named objects, sizes, what never appears)YesNoNo
Paused, seeded clock: the same inputs give the same framesYesNot built inNo
Input on an exact frame, with the game's state backYesNoNo
Frame time against a budget, and an optimizerYesNoNo
Lighting and z-fighting faults namedYesNoNo
References, a style sheet, a design doc, a build and an unattended loop in one flowYesNoNo

Making a game checkable

Any page works as it is. Add window.__game (describe, observe, act and setState) once the page has loaded, and your agent reads and sets the game's exact state: the convention.

Where runs go

paprika3d/runs/<time>/: one folder per open. Each open deletes the pictures and clips (.png, .gif, .mp4) of all but the newest 10 run folders, keeping run.json, last-test.json and every other file; a folder written to in the last hour is left whole. Saved baselines live in paprika3d/baselines/. Add paprika3d/ to the project's .gitignore.

geo.js and fx.js are written on the first open and replaced only when the plugin's copy changes; leave them in place.

What leaves your machine

  • look and interact, when the project has no matching three.js installed, have Chrome fetch that three.js version from cdn.jsdelivr.net.
  • asset_search sends your agent's searches (the words, or the crop of a picture it searches by) and what it picks to the asset library at assets.keeno.dev.
  • send_feedback, only when the agent calls it, sends its text, the last tool call's name, option names and error, the plugin version, OS and Node version, a random install id (kept in ~/.paprika3d/telemetry/id) and a per-run id. DO_NOT_TRACK=1 or PAPRIKA3D_TELEMETRY=0 turns it off.
  • Once per install and per update, the MCP server sends the same install id, the plugin version, OS and Node version and your MCP client's name and version, so the team can count installs; nothing about your project. The same switches turn it off.
  • /paprika3d:paprika-make's reference search sends words from your request to Wikimedia Commons and Openverse, and, after you say yes, to a web and YouTube search.
  • sheet, with your own key, when a sheet or model is asked for: the prompt and the reference pictures it is made from, to the provider you chose (fal, OpenAI or Gemini for pictures; fal, Meshy or Tripo for models), billed to your key.
  • publish, only when you ask: the built project, to host it.

What stays stable

The tool names and their inputs, the skill names, the paprika3d serve command and the environment variables in server.json change only in a minor release before 1.0, and only with a note in CHANGELOG.md, which lists each release; a patch release never changes them. The previews may change in any minor release: publish, sheet, model_run and model_look, asset_search, and open's browser: "firefox".

Requirements and limits (Chrome's location, Firefox, running with no GPU, headless Chrome): the install page.

Source, contributions and license

Each release ships the readable TypeScript it was built from, in source/. Contributions are welcome as a patch in an issue or a pull request, each commit signed off for the Developer Certificate of Origin (git commit -s); see CONTRIBUTING.md. Issues: https://github.com/paprika3d/paprika3d/issues.

Apache License 2.0 (LICENSE). The packages each build bundles keep their own licences, listed in THIRD_PARTY_NOTICES.md.

來源:README.md,提交 594f009

工具

16

open

Opens a three.js, React Three Fiber or WebGL page (a game, viewer, configurator, simulation or shader demo) in headless Chrome (or the `browser` given) on a paused, seeded clock, closing any page already open under the same `game` name, and lists the asset files (models, textures, sounds) it fetched and any fetch that failed, what a dev-server `command` printed as an error or warning, a canvas with no height, and the page's text outside the canvas. Open once: after an edit, the next `interact`, `look`, `observe`, `eval` or `feel` reloads the page by itself. Use it when such a page has been written or changed. Give a file or folder to serve (`url`, relative to cwd), an http URL, or a dev-server `command` run in cwd. Up to 4 games can be open at once, each under its own `game` name: a subagent opens its own (`game: "tester"`) and passes that name to every call.

輸入參數cwd必填dprurlgamesizewindowbrowsercommandnetworkreducedMotion

observe

Reads the open page's state as JSON (window.__game.observe(), or its named three.js objects), renderer counts, new console errors and what changed since the last observe.

輸入參數game

eval

Runs JavaScript in the open page and returns what it returns, as JSON, then up to 5 lines it logged (console.log, warn, info) and up to 5 console errors. In scope: scene, camera, renderer, find(name), stats(target) (vertices, triangles, bounds, closed, volume, genus per mesh), realNow(), window, and THREE on a page that loads three through an import map. performance.now, Date and timers run on the harness's paused clock (code that awaits a timer or frame steps it until done), so to time code here use realNow() (real milliseconds), and end GPU work before reading it (a 1-pixel gl.readPixels; on WebGPU, await renderer.backend.device.queue.onSubmittedWorkDone()). Use it to inspect the scene, try a change before writing it into the source, measure an imported model, or check procedural geometry with stats after each step; changes vanish on reload. A thrown error names where it threw: a line of this code or of the page's own files. Code that keeps the page busy for 30 s (longer on a busy host) is stopped and the page kept: split long work across calls, or await a 0 ms timer every few hundred iterations.

輸入參數code必填gamesave

interact

Plays the open page: keyboard, mouse, touch, wheel, scroll, resize and clock steps sent frame by frame (`steps` lists the kinds), and returns what changed in the state (its new values; the whole state when nothing changed), the console log/warn/info lines and errors the steps raised, a Motion line when the subject (window.__game.subject, or where the state puts its player) turned, or stopped while a key was still held, a Sound line with how many sounds the steps started on a page that makes sound, and with `look: true` `look`'s picture and list after the steps, in the same reply. Every mouse and touch step says which named object in the scene is under it, and its distance. Use it to play an interaction the request names and read the state it leaves, to set a moment up ({ state }) and step to it ({ until }), or to keep a play as a check (`save`).

輸入參數gamelooksavehoverstepstraceexpectframesrecord

look

Screenshot of the open page, returned in the reply (no file to read), with an ID image saved beside it (one colour per object, the picture's path with -ids before .png), and a list of what is on screen and the named objects no look has seen, with their size and where they are: it catches a model at the wrong scale, out of view or never loaded, which a screenshot alone misses. One mode per field: `cameras`, `target`, `sheet`, `zoom`, `at`, `opening`, `viewports`, `scroll`, `save` and `compare`, `camera`; on a software renderer (no GPU) each sheet cell reloads and replays the page at roughly a second per drawn frame. Each look ends with the lines the skill's references/lighting.md explains: the subject and whether it stands out, depth, hues, the `Lighting:` and `Surfaces:` setup faults, the largest surface's texture, the canvas size, what shows through a transparent canvas, and the HTML over the canvas with the ones that overlap or are cut off by the screen edge. Use it to see what a viewer sees. A page drawn in passes (post-processing) is pictured as it drew its last frame, so state set since then shows after a step.

輸入參數atgamesavezoomsheetcamerasamplescrolltargetcamerascompareopening另有 1 個

feel

Measures game feel, how the page reacts to an event: on a fresh reload, sends the steps, then watches the next frames for camera shake or one camera move out and back (a hit's lurch), scale pops, smooth moves versus teleports, colour flashes, particles (a Points pool's or an InstancedMesh's count), spawned objects, HUD text ticks and sounds, each with the watched frame it came on. Leading { state } steps set the scene up (the player next to the coin), and nothing is measured until they and one frame have run; what moved during the other steps is listed as a fact on its own line, and teleports are jumps between two watched frames, so a setup or a walk in the steps is never one. It shows whether each event a feel brief names (hits, clears, explosions, pickups, deaths, wins) reacts on screen, and whether anything teleports. It measures and saves nothing: to keep the play as a check, send the same steps to `interact` with `expect` and `save`.

輸入參數gamesteps必填frames

perf

Measures the open page's frame time (fps), draw calls, triangles and asset size against a budget (desktop by default): it is for a frame a reply reports over budget, or a user who asks about performance (stutter, low fps). To find what costs the frame, give `variants`: each is measured on a fresh page against the baseline, in this one call, with named objects hidden, a pixel ratio, code run with `renderer` and `scene` (shadows or antialias off, a material swapped), or a `query` the page loads with ("noshadow&pr=0.5", for switches the game reads at load); no reopening or reload code needed. Sampling waits until no element covers the canvas (a loading screen), up to 5 s of the page running, and the load line says what it waited for or sampled under.

輸入參數gamecostsbudgetnetworkthrottlevariants

optimize

Speeds up the open page: measures the frame time (no `perf` needed first), tries the @paprika3d/three-runtime switches, keeps those that help without changing the picture, writes game-runtime.json, and ends with the final `test` of game-tests.json when the project has one. It is for a frame a reply reports over budget, or a user who asks about performance.

輸入參數gameswitches

model_audit

Inspects 3D model files (.glb, .gltf, and USD: .usd, .usda, .usdc, .usdz): megabytes, triangles, materials, each texture's size and format, and whether it uses Draco, meshopt and KTX2, for one file or every one under a folder (`path`, relative to cwd; the whole project when left out), read from the file itself with no decoder, so Draco and meshopt files report too. Then a one-line verdict on what a website or a Shopify listing judges a model on, against `target`: `site` (the site budget: 4 MB of assets, 200,000 triangles, 2048 px textures by area) or `shopify` (a GLB of about 4 MB with textures at most 2048 px on a side). `shrink` rewrites one .glb or .gltf smaller, without its textures or with each capped at a size (WebP), and replies with before and after (a USD file is converted to GLB first); a failing file gets the shrink call that fixes it: save a look first (`look` `save`), shrink, point the page at the new file, then `look` `compare`.

輸入參數cwd必填pathshrinktarget

model_run

Runs JavaScript against the modelling scene: a three.js scene this server keeps between calls, apart from any page, for building a model in code as in Blender, then saving it as a .glb the page loads. The code is an async function body with THREE, scene, geo (Manifold, started: geo.Manifold, geo.CrossSection, geo.toGeometry(manifold), geo.toManifold(geometry), geo.boolean(op, a, ...b)), scatter, find(name), stats(target) (vertices, triangles, bounds, closed, volume, genus per mesh), load(path) (a .glb from the project, an asset_search pick included, added to the scene and returned), save(path, object = scene) (a GLB under cwd; replies with its size and the line that loads it) and clear() in scope, and returns what it returns, as JSON, with up to 5 lines it logged. What it adds to scene stays for the next call and is saved to paprika3d/model/scene.glb after each run that changed it, so a restart loads it back; variables (a Manifold) do not last between calls. Manifold works in metres with Z up and angles in degrees; three is Y up. Name every object you make: model_look lists them by name.

輸入參數cwd必填code必填

model_look

Shows the modelling scene that `model_run` builds: one picture of it (or of `object`) from the front, right and top (orthographic, so sizes read true against the grid) and a three-quarter view, under a neutral studio light with a ground grid whose step it states, and one line per object: name, type, place, turn and scale, material (colour, roughness, metalness) and, for a mesh, triangles, size, whether it is closed, its volume and genus. With `object`, that object in full; with `cameras`, those views instead of the four.

輸入參數cwd必填sizeobjectcameras

test

Reruns every check saved with `interact` `save` (game-tests.json), each from a fresh reload at frame 0, one line each: `✓ pickup` or `✗ jump: player.y 1.4, expected ≥ 2`. Use it after an edit that could break earlier features.

輸入參數game

reference

Reads a reference picture the page should match (a photo, artwork, mockup or screenshot in the project, e.g. refs/01.jpg) at full resolution, in one call and with no page open: `crop` [left, top, right, bottom] in the picture's pixels, enlarged up to 4× to fit 1280 px, with `grid` lines every N px labelled in the picture's own pixel coordinates (positions read off it go straight into the next call or the scene), and `sample` points, each answered as #rrggbb. With the page open, `compare: true` puts the picture, the page's look (from `camera` when given) and a difference picture side by side and says what share of pixels differ, overall and in a grid of regions (`cells` per side, 4 by default), with each `sample` point's colour on both, or that the canvas aspect is not the picture's. Use it to read a picture the page should match and to check the page against it.

輸入參數cwd必填cropfile必填gamegridcellscamerasamplecompare

publish

Publishes the project at https://<slug>.paprika3d.app (public; preview, invite-only), only when the person asks; never for another host. Never read or print ~/.config/paprika3d/credentials.json: this tool reads the key.

輸入參數cwd必填slugmodelrotate

send_feedback

Sends the paprika3d team a bug, feedback or criticism about the harness itself (not about the user's page): a reply that was wrong or unclear, a tool that hung, errored or got in your way, a check you disagree with, or something you needed and no tool gave. It attaches the last tool call's name, options and error, never the page's code or files. One line back; carry on with the task after it.

輸入參數kind必填text必填

版本歷史

3
  1. v0.2.4最新Oct 29, 2026
  2. v0.2.1Oct 26, 2026
  3. v0.1.4Oct 15, 2026

評分

已滿足適用檢查項的 90%

該評分衡量此收錄條目的完整程度,依據註冊中心條目、端點與公開來源計算得出。它不是對伺服器本身的評價,也不表示伺服器安全或目前可用:可連通性是帶日期的檢查結果,評分也不包含安裝量或使用者評價。

  • 近 30 天內可連通25 分
  • 已宣告認證方式10 分

    請在註冊中心條目中宣告憑證請求標頭,或保持端點能夠回應探測,以便判定其認證方式。

  • 已列出工具必需15 分
  • 描述必需15 分
  • 圖示10 分
  • 文件15 分
  • 授權條款10 分