# Pascal 3D Editor MCP server

> Lets an AI client create, inspect, validate, and save editable 3D building scenes, including walls, rooms, doors, and furnishings.

- Repository: https://github.com/pascalorg/editor
- Page: https://hostedmcp.org/servers/pascalorg/editor
- Official: yes
- Transport: stdio, remote
- Stars: 25486
- License: MIT
- Latest version: 1.1.4

## Install

### Claude Code

```sh
claude mcp add editor -- npx -y @pascal-app/mcp
```

### Cursor (`~/.cursor/mcp.json`)

```json
{
  "mcpServers": {
    "editor": {
      "command": "npx",
      "args": [
        "-y",
        "@pascal-app/mcp"
      ]
    }
  }
}
```

### VS Code (`.vscode/mcp.json`)

```json
{
  "servers": {
    "editor": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "@pascal-app/mcp"
      ]
    }
  }
}
```

### Claude Desktop (`claude_desktop_config.json`)

```json
{
  "mcpServers": {
    "editor": {
      "command": "npx",
      "args": [
        "-y",
        "@pascal-app/mcp"
      ]
    }
  }
}
```

### Codex (`~/.codex/config.toml`)

```toml
[mcp_servers.editor]
command = "npx"
args = ["-y", "@pascal-app/mcp"]
```

### Gemini CLI (`~/.gemini/settings.json`)

```json
{
  "mcpServers": {
    "editor": {
      "command": "npx",
      "args": [
        "-y",
        "@pascal-app/mcp"
      ]
    }
  }
}
```

## Environment variables

| Name | Required | Secret | Description |
|---|---|---|---|
| `PASCAL_DATA_DIR` | no | no |  |
| `PASCAL_MCP_HTTP_TOKEN` | no | no |  |

## Tools (53)

- `get_scene`
- `get_node`
- `find_by_type`
- `list_levels`
- `get_level_summary`
- `get_walls`
- `get_zones`
- `get_site`
- `place_building`
- `measure`
- `view_scene`
- `search_assets`
- `design_brief`
- `view_assets`
- `search_materials`
- `paint`
- `create_story_shell`
- `create_stair`
- `measure_stair`
- `fit_stair`
- `create_roof`
- `move_roofs_to_roof_level`
- `create_room`
- `add_door`
- `add_window`
- `furnish_room`
- `add_corner_window`
- `merge_windows`
- `apply_patch`
- `add_level`
- `set_ground_level`
- `add_wall`
- `set_wall_type`
- `add_column`
- `add_fence`
- `place_items`
- `place_design`
- `set_zone`
- `duplicate_level`
- `create_unit`
- `set_unit_members`
- `list_units`
- `delete_node`
- `clear_scene`
- `undo`
- `redo`
- `export_json`
- `export_glb`
- `validate_design`
- `verify_scene`
- `check_collisions`
- `analyze_floorplan_image`
- `analyze_room_photo`

## FAQ

### What does the Pascal 3D editor MCP server do?

It exposes the Pascal editor's scene mutations as MCP tools so an AI host can build and edit 3D building scenes, including walls, rooms, doors, and items.

### Where does the Pascal MCP server store saved scenes?

Scenes saved through MCP go into a local SQLite database at ~/.pascal/data/pascal.db. You can override the location with PASCAL_DATA_DIR or PASCAL_DB_PATH.

### How do I run the Pascal MCP server locally?

Run it over stdio with bunx @pascal-app/mcp, or expose it over loopback HTTP with the --http and --port flags. The recommended setup is the Pascal CLI with 'pascal mcp connect' after 'pascal editor'.

### Does the Pascal MCP server require a token?

Loopback HTTP needs no token, but binding a non-loopback host requires a bearer token set via PASCAL_MCP_HTTP_TOKEN.

### Can the editor update live while an AI agent edits the scene?

Yes. When the editor and MCP server share the same data directory, mutations are persisted and streamed to the open editor tab over server-sent events.
