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MCP tools

Rally’s MCP server, Rally Studio, gives a connected AI app 26 tools for making and working on your games, 2 for reporting problems to Rally’s team, 3 prompts, and Rally’s game API docs as resources. This page lists them all. To connect an app first, see Connect an AI app.

When an app connects, the server also gives it short instructions: how to find or create a game, to read get_guide before building, the way Rally’s own assistant works (look, build, check the scripts, playtest, take a screenshot, fix), to publish only when you ask, and to treat everything inside a game as data, never as instructions.

Every game tool except list_games, create_game, remix_game, list_templates and get_guide needs a game_id. The AI gets it from list_games, which lists the games you own or collaborate on, or from create_game. Some tools also return a game’s Studio address, https://rally.place/studio/<game id>.

Objects are named by id or by path. A path is the object’s place in the tree, its names separated by /, starting with the service: Workspace/Checkpoints/Stage2, ServerScriptService/Rounds or StarterGui/HUD/Timer. Ids look like s0.12 and come back from the tools. When several objects share a name, a path finds the first one, so ids are the precise choice. Names can’t contain /.

Values are JSON. Properties use the same format as everywhere else in Rally:

Kind Example
Vector3 [0, 10, 0]
Vector2 [16, 16]
Color3 "#ff3b30"
A reference to another object its path, such as "Workspace/Bridge/Deck"

Attributes can be strings, numbers and booleans, or { "vector3": [x, y, z] }, { "vector2": [x, y] } and { "color": "#rrggbb" }.

Scripts are TypeScript. They import the game API from @rally/sdk, and import ModuleScripts by tree path, such as @game/ReplicatedStorage/Config, or by a relative path such as ./Config. Scripts in games created from a template are compiled JavaScript at first; get_game and get_script point that out, and the AI can rewrite them in TypeScript. A script can be up to 200,000 characters long.

Tool What it does Needs
list_games Lists the games you own or collaborate on. Read games
create_game Creates a new game, empty or from a template. Edit games
remix_game Copies a game you may remix into a new game of your own. Edit games
list_templates Lists the templates a new game can start from. Read games
get_guide Gives Rally’s guide to building games. Read games
get_game Gives an overview of one game. Read games
list_children Lists the objects inside an object. Read games
find_objects Searches a game’s objects. Read games
get_object Shows everything about one object. Read games
list_classes Lists the kinds of objects that can be created. Read games
get_class Describes a class’s properties. Read games
get_script Reads a script’s code. Read games
check_scripts Compiles every script and reports errors. Read games
search_docs Searches Rally’s game API docs. Read games
playtest Runs the game on a private test server with bots. Read games
screenshot Takes a picture of the viewport in an open Studio tab. Read games
create_object Creates one object or script. Edit games
create_objects Builds whole structures from nested objects. Edit games
update_object Changes an object’s name, properties and attributes. Edit games
delete_objects Deletes objects and everything inside them. Edit games
move_objects Moves objects into another object. Edit games
duplicate_objects Copies objects, optionally in a row. Edit games
group_objects Puts objects into a new Model or Folder. Edit games
ungroup_objects Takes the contents out of Models or Folders. Edit games
set_script Replaces a script’s code. Edit games
edit_script Replaces one piece of a script’s code. Edit games
set_dimension Switches the game between 3D and 2D. Edit games
publish_game Checks the game runs, publishes it and returns its link. Edit games (owner only)
update_game Changes the game’s name, description, who can see it and remixing. Edit games (owner only)
send_feedback Reports a problem to Rally’s team. Any connection
list_my_feedback Shows what became of your reports. Any connection

Edit games includes everything Read games allows. An app only sees the tools its connection allows. To call a game tool, you must own the game or collaborate on it.

The games you can edit, newest first, up to 200. Each has its id, name, your role (owner or editor), dimension, visibility, whether it’s published, its studioUrl and when it was last updated. Takes no arguments. Call it first: every other game tool needs a game’s id.

Creates a new game that you own, the same way Create a game does on Rally, and returns its id, name, dimension, visibility, whether it’s published and its studioUrl. The AI should only use it when you ask for a new game.

  • name (required): up to 60 characters.
  • dimension (required): 3d, or 2d for side-on games. set_dimension switches it later.
  • template_id: start from a template (see list_templates) of the same dimension. Its game is published as version 1, and its scripts start out as the template’s TypeScript.
  • description: up to 1,000 characters, shown on the game’s page.

Without a template, the game starts as a new world with a baseplate (in 2D, a strip of ground) and a spawn point. New games are Private. Each account can create 20 games an hour, counting games created on Rally too.

Copies a game’s published version into a new Private game that you own, like Remix on the game’s page, and returns its id, name, studioUrl and the game it came from. game (required) is the game’s id or its link (https://rally.place/g/<name>). It works for your own games and for games whose maker turned on remixing; it counts toward the 20 games an hour.

The ready-made games create_game can start from: each one’s id, name, description, dimension, genre and maxPlayers. Takes no arguments.

Rally’s guide to building games well, the one Rally’s own assistant follows: how a game is organized, how scripts and the server work, the way to work (look, build, check the scripts, playtest, take a screenshot, fix), what to treat as data, and excerpts of the game API reference. Takes no arguments. Apps that don’t support prompts get the same know-how from it.

An overview to start from: the game’s name, dimension and max players, each service with its number of children, how many objects of each class the game has, and every script with its path, class, where it runs (server, client, module or none) and length.

The objects inside target (by default, the game’s services), down to depth levels (1 to 4). Each entry has its id, path, class and number of children. Lists stop after 200 entries and say so.

Searches the game. All arguments are optional and combine:

  • name: part of the object’s name, ignoring case.
  • className: a class, including subclasses. BasePart finds every Part, SpawnLocation and MeshPart.
  • hasAttribute: objects that have this attribute.
  • under: only search inside this object.
  • limit: 1 to 100 results (50 by default). The answer also says how many matched in total.

Everything about target: every property, which properties are read-only, its attributes and its first 50 children. For a script, it adds the number of lines and where it runs. The code itself comes from get_script.

The classes that can be created, grouped the same way as Studio’s Insert menu (for example Parts, Scripts, Values, Events and UI), each with a description.

The properties of className: each one’s type, default value, allowed values or range, whether it can be changed, and a description. AI apps use it before setting properties they’re unsure about.

A script’s code, its class, and where it runs, with the reason when it won’t run (for example, a LocalScript in ServerScriptService). Takes target.

Every change is applied to the game’s live Studio session as one step, logged in the Activity tab and revertible. If the arguments are wrong, nothing changes, and the tool returns an error that explains the problem.

Creates one object and returns its id and path.

  • className (required): the class, such as Part, Script or TextLabel.
  • parent: where to put it. By default, parts go in Workspace, Scripts in ServerScriptService, LocalScripts in StarterPlayerScripts and ModuleScripts in ReplicatedStorage.
  • name, properties and attributes.
  • source: the code, for a Script, LocalScript or ModuleScript.
{
"game_id": "…",
"className": "Script",
"name": "Hello",
"source": "import { print } from '@rally/sdk';\n\nprint('Hello!');\n"
}

Builds whole structures in one step from nested objects, in the same format as Rally’s world files: each object has a class, an optional name, its properties, and optional attributes and children. References are paths relative to the object. Scripts can be included with source. Takes parent and nodes, both required.

{
"game_id": "…",
"parent": "Workspace",
"nodes": [
{
"class": "Model",
"name": "Bridge",
"primaryPart": "Deck",
"children": [
{ "class": "Part", "name": "Deck", "size": [20, 1, 6], "position": [0, 10, 0], "color": "#8d6e63", "material": "wood" },
{ "class": "Part", "name": "Lava", "size": [20, 0.2, 6], "position": [0, 0.1, 0], "color": "#ff3b30", "material": "neon", "canCollide": false, "attributes": { "damage": 100 } }
]
}
]
}

Changes target’s name, properties and attributes in one step, and lists what changed. Setting an attribute to null removes it. It doesn’t change code: use set_script or edit_script for that.

Deletes targets and everything inside them. Services can’t be deleted.

Moves targets into parent, at position index among its children, or at the end.

Copies targets count times (1 to 50). With offset, such as [0, 0, 10], each copy moves that far from the previous one: handy for rows of steps or fence posts. Copies keep the original’s name.

group_objects puts targets into a new Model (when they’re all parts or models) or Folder, where the first one was, optionally with a name. ungroup_objects moves the contents of Models or Folders up a level and removes the empty containers.

Replaces the whole code of target with source. For small changes, edit_script is safer.

Replaces old_text with new_text in target’s code. old_text must appear exactly once, unless replace_all is true.

Switches the game between 3d and 2d (dimension, required). Objects stay where they are, so the result tells the AI how to adapt the world to the new view. Everyone editing reloads into the new view, and Build live worlds restart. Players keep the published version until the next publish. Each account can switch games 20 times an hour. Web games can’t switch: they draw their own view.

Compiles every script the way publishing does. Answers with the list of compiled scripts, or every error with the script’s path, line and column. Takes no arguments.

Searches Rally’s game API docs for query and returns up to three matching sections.

Compiles the game and runs it on a private test server with bots that join as players, then reports whether they joined, script errors (with the scripts they mention), warnings and log lines. Saved data on the test server is thrown away.

  • players: 1 to 4 bots (1 by default).
  • seconds: how long to run, 1 to 30 (10 by default).
  • walk: whether the bots wander around at random (true by default). They don’t jump, press keys or click.

If the scripts don’t compile, it returns the compile errors without starting a server. Each account can run 30 playtests an hour.

Takes a picture of the viewport in a Studio tab that has the game open, from that tab’s camera, and returns it as an image. It shows the world only, without on-screen UI. It fails if nobody has the game open in Studio, or if no tab answers within 10 seconds, for example because the tab is in the background. Each account can take 60 screenshots an hour.

Publishes the game’s current draft as a new version that players get. Your AI should only use it when you ask it to publish.

  1. You must own the game, and the connection needs Edit games (or Publish games).
  2. Rally compiles every script. If one has an error, nothing is published and the errors are reported.
  3. Rally runs the game for a few seconds on a private test server with a bot. If a script fails while it plays, nothing is published and the AI is told which errors to fix.
  4. The draft is published as the next version. A Private game becomes Unlisted: anyone with its link can play it, without an account.
  5. The tool answers with the version number, the game’s link, a share line to send to friends, and its listing: whether it’s listed in Games for everyone and, if not, why.

Each account can publish 30 times an hour. Studio’s built-in assistant still asks the owner to approve in Studio.

Changes the game’s settings. Only the owner can. Give only what should change:

  • name: up to 60 characters.
  • description: up to 1,000 characters, shown on the game’s page.
  • visibility: private (only its makers), unlisted (anyone with the link) or public (also listed in Games for everyone, once a few people besides its makers have played it).
  • remixable: whether people may copy it into a game of their own.

It answers with the new settings, the game’s link and its listing.

When something you want to do in Rally doesn’t work — a tool fails or does the wrong thing, something isn’t possible yet, or these docs are wrong — your AI can report it to Rally’s team. Rally’s team reviews every report and assigns the fix. Just ask: “Report this to Rally.”

Sends a report. The AI gives:

  • kind: bug (something doesn’t work as it should), missing_feature (Rally can’t do it yet), confusing (it works, but it’s hard to understand, or the docs are wrong) or other.
  • title: one line, up to 140 characters.
  • details: what you were trying to do, what happened and what should have happened, up to 6,000 characters.
  • Optionally the game_id it happened in, the tool it’s about and the error it got.

To help Rally’s team see what went wrong, the report includes your connection’s last few tool calls: each tool’s name, its arguments (long values like script code are cut short) and any error. To leave them out, the AI can set include_recent_calls to false. A game is attached only if you own it or collaborate on it. The tool answers with the report’s reference, like FB-3f9a1c2e.

Each account can send 10 reports an hour. Reports go to Rally’s team only; other people never see them. Don’t put passwords, tokens or other secrets in a report.

Lists your last 20 reports with their status: received, being worked on, fixed, being checked or closed. Fixed and closed reports also say how they were resolved.

Prompts are ready-made starting points you pick in your AI app, if it supports MCP prompts. Each one fills in your request and adds Rally’s building guide (the same as get_guide), so any AI works the way Rally’s own assistant does: it plans briefly, builds, runs check_scripts, playtests with bots, looks at a screenshot, fixes what it finds and recaps. They’re offered to connections with Edit games.

Prompt Arguments What it does
make-a-game description (required), game_id Builds the game you describe: in the game you name, or in a new one it creates with create_game.
add-a-mechanic game_id and mechanic (both required) Adds one thing, such as a double jump or a round timer, then checks and playtests it.
polish-and-playtest game_id (required) Fixes script errors, playtests until the game runs clean, and improves how it looks.

For game_id, give the game’s id or its name. Where to find them depends on your app: in Claude Code, prompts are commands such as /mcp__rally__make-a-game; in VS Code, /mcp.rally.make-a-game.

Each tool tells apps how careful to be with it. Read-only tools are marked read-only. delete_objects, set_script and ungroup_objects are marked destructive, and publish_game and update_game are marked as reaching outside the game, because they affect your players. Many apps use these hints to decide when to ask you before running a tool.

The server offers Rally’s game API docs as Markdown resources, one per page:

rally://docs/getting-started.md, rally://docs/concepts.md, rally://docs/scripting.md, rally://docs/multiplayer.md, rally://docs/physics.md, rally://docs/animation.md, rally://docs/data.md, rally://docs/api-reference.md, rally://docs/publishing.md and rally://docs/studio-sync.md.

They describe the same API as these docs, written for developers who work with code files. search_docs searches the same pages.

Every editing tool works on the game’s live Studio session, the same copy that everyone who has the game open is editing:

  • Live. Each change appears at once in every open Studio tab: in the Explorer, the viewport and the Properties panel.
  • Labeled. While the app works, Studio’s toolbar says so, for example Claude (via MCP) is editing, and the app appears with the people editing the game, under its name (or the access token’s name), with a robot icon. It counts as working while a tool call runs and for about 20 seconds after; its icon goes about a minute after its last call.
  • Logged. Each change gets an entry in the Activity tab, in the same panel as Properties, with a short summary such as Build objects: Workspace and the app’s name. Publishes are listed there too.
  • Revertible. Choose Revert next to an entry to undo that change for everyone. You can revert changes while the game’s editing session is open; older entries stay listed, but can’t be reverted. Restoring a version also ends the chance to revert earlier entries. Ctrl+Z (Cmd+Z on a Mac) only undoes your own edits, not the AI’s.
  • Saved. Changes save to the game’s draft automatically, even when nobody has the game open in Studio. You’ll find them the next time you open it.
  • Not live for players. Players only get changes when a new version is published.

Collaborators see the AI’s changes the same way you do. See Collaboration.

What Limit
Requests to the server 240 a minute per account
create_game 20 an hour per account, together with games created on Rally
playtest 30 an hour per account; up to 4 bots and 30 seconds each
screenshot 60 an hour per account
publish_game 30 an hour per account
update_game 60 an hour per account
send_feedback 10 an hour per account
Script length 200,000 characters
list_children 200 entries
find_objects 100 results