MCP Tools
Generating models
- thrixel_create_model
- Builds a model from a text description or reference images. Each part, like a wheel, door or sail, is a separate named piece that can be moved or animated on its own.
- thrixel_sculpt_model
- Better for characters, creatures, plants, and anything starting from a photo. Produces a single detailed, textured mesh.
- thrixel_generate_image
- Creates concept images so the agent can settle on a look before generating any 3D. Building several models from the same image keeps them consistent.
Checking and editing
- thrixel_inspect_model
- Lists a model's parts and triangle counts, along with a rendered preview.
- thrixel_edit_model
- Changes specific parts of a model from a text instruction and leaves everything else as it was.
Getting models game-ready
- thrixel_detail_model
- Adds high-resolution geometry and PBR textures. It is the last step, since a detailed model can't be edited further.
- thrixel_retexture_model
- Applies new textures without changing the model's shape.
- thrixel_group_parts
- Merges the parts that don't need to move into one mesh, which cuts down on draw calls in the engine.
- thrixel_reduce_triangles
- Brings a model down to a target triangle count and keeps its texture.
Projects and publishing
- thrixel_start_project
- Keeps all the assets for one game together in a folder in your Thrixel account, where they can be viewed and edited in the web app.
- thrixel_add_project_source
- Saves rules, like a triangle budget or an art style, that apply to every model generated in the project.
- thrixel_publish_game
- Publishes a finished web game to its own Thrixel World link, with a cover image, preview clip and controls displayed. Also can be used to update a previously published game.
Example Workflows
/thrixel:build-world make a kart racer in three.js on a desert canyon track
Building a game with Build World
The Build World skill gives the agent a complete process for making a game. It plans the project, generates the assets with Thrixel, and tests the game as it goes. It supports Three.js, Unity, Roblox and Unreal Engine, and publishes Three.js and Unity games to thrixel.world.
replace the placeholder cubes in the level with real models
Adding models to an existing project
Thrixel's MCP can also be used to add or modify assets in an existing project. The agent can generate missing models, reduce them to fit the triangle budget, and adds them to the scene.
the market stalls look worse than the reference, fix them
Improving assets in a gauntlet loop
In a gauntlet loop, a critic agent compares the game to a reference and sends back feedback. Since Thrixel models can be edited part by part, the agent can address specific areas of critique without regenerating entire models.
Setup
1 Log into or sign up for Thrixel from a terminal.
uvx thrixel-mcp@latest login
Don't have uv installed?
macOS and Linux
curl -LsSf https://astral.sh/uv/install.sh | sh
Windows (PowerShell)
irm https://astral.sh/uv/install.ps1 | iex
Then open a new terminal and run the login command.
2 Add the server to your coding agent.
claude mcp add --scope user thrixel -- uvx thrixel-mcp@latest
codex mcp add thrixel -- uvx thrixel-mcp@latest
Add this to ~/.cursor/mcp.json, creating the file if it
doesn't exist:
{
"mcpServers": {
"thrixel": {
"type": "stdio",
"command": "uvx",
"args": ["thrixel-mcp@latest"]
}
}
}
gemini mcp add -s user --trust thrixel uvx -- thrixel-mcp@latest
Thrixel's tools will be available after starting a new agent session.
Details for
each agent can be found in the full setup guide.
Made with Thrixel
A game built with an AI coding agent and Thrixel-generated 3D assets.
-
Describe your goal
Tell your agent what to build in a connected MCP client, such as Claude Code, Codex, or Cursor. Include the art style, reference images, and target engine.
-
Generate the 3D assets
The agent calls Thrixel to generate and refine the project's 3D assets. Skills such as Build World provide a workflow for planning the scene, choosing tools, and testing the result.
-
Build and publish
The agent brings the assets into Three.js, Unity, Roblox, or Unreal Engine. Publish through the engine's usual workflow; supported Three.js and Unity web games can also be published to Thrixel World.
Frequently asked questions
What is a 3D model MCP server?
Model Context Protocol connects an AI agent to external tools. Thrixel exposes tools for generating, inspecting, editing, and exporting 3D models so a coding agent can use them while building a project.
What does it cost to generate models?
Generation uses Thrixel Cubes. Starter accounts include Cubes for trying the workflow; larger projects and repeated iterations may require a paid plan. Ask the agent to check account status and current operation pricing before generating assets. See the usage guide.
Which formats and game engines can I use?
Thrixel supports exports including GLB, FBX, OBJ, STL, and USDZ. The format depends on the destination. See the workflows for Roblox, Unity, and Unreal Engine, or use GLB in a Three.js project.
Where do the generated assets go?
Assets appear in the Thrixel workspace. The MCP server can also save models locally for the agent to use in a project. Projects keep related assets and style references together.
How is the MCP server different from Build World?
The MCP server provides the tools for working with assets. Build World adds a workflow for planning, building, and testing a game. The setup above installs the MCP server; the Build World guide covers installing the skill as well.
Why are the Thrixel tools not showing up?
Start a new agent session after registering the server. Check that uv is installed and the Thrixel login completed. The server must be registered in the client being used. Follow the MCP setup guide to check the configuration.