How to expose Resources correctly? #281
Replies: 3 comments 8 replies
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I have the same question.
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Asked the same question in discord chat. And got a good answer in the discord channel. Let me forward it: Message from
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Ok, so the way that I'm reading this is that we SHOULD NOT expose thousands of resources, this makes sense given the current protocol but I guess I'm still confused as to what a resource is then. :D That's ok it's still early days. I feel a pull to expose data about my project state (in this case a RabbitMQ cluster) but maybe I return that data via a tool - and that tool can have what ever "filters" are needed. Like give me all "durable queues" etc. |
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Working on Unity-MCP server for Unity Engine. A bit confused with understanding the
Resource
subject. An average Unity project has thousands ofassets
,gameObjects
and C#components
(attachable to a gameObject).It seems the protocol is expecting to expose FULL list of the resources because they are all in the current context… it doesn’t seems right.
Should I use Tools instead as a Get function to request more specified data request and allowing filtering? I do not see how to use
resources/list
in a helpful way.Beta Was this translation helpful? Give feedback.
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