Building Final Drop, a browser battle royale on PlayCanvas, with Blender as the level editor and Claude Code orchestrating both over MCP for a few months now.
A thread on 9 concrete use cases that worked, with screenshots, plus the meta lesson at the end. 🧵
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1/9 Procedural island generation.
Gave Claude a number of tiles and what I wanted: grass center, sand ring, seaweed shelf. It wrote the placement, ran it in Blender over MCP, iterated until the shape read right.
Saved as a playbook. Regenerates from one number: grass radius.
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2/9 Vegetation scatter.
"Palms on sand near water, trees on grass, off roads, flat areas dense, hills sparse."
Claude scattered, I flagged anything off, we added rules: no palms on mountains, no big-next-to-small
clumps, trees 24u from beach.
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3/9 Terrain scatter: rocks, cliffs, villages.
First pass was uniform and read "shaken on". Asked for clumpy patches, dense on grass/rocky, off beach and
snow.
Claude rebuilt it with patch zones and per-biome density. Same system later spawned cliff villages.
Playbook.
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4/9 Chest placement.
Hand-placed a dozen myself. Claude scanned them, reverse-engineered the rules I was using (anchor types, offsets, rotations), then placed hundreds across the map.
Audit pass flags any that drift from my taste. Playbook.
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6/9 Nav blockers for bots.
Bots needed AABB obstacles around every tree, cliff, bush, building. We had a script, then Claude promoted
it into our Solar Tools Blender addon. One click walks the root, fits OBBs, drops them in the level.
Playbook → operator.
May 1, 2026 · 8:40 AM UTC
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7/10 End-to-end debug across tools (!).
A nav blocker the bots were missing. I selected it in Blender; Claude found the same instance in PlayCanvas via MCP, ran the game server, and watched only the raycasts from bots aimed at that exact blocker.
Three tools, one debug session.
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8/10 Map render tool.
In game minimaps needed a clean top-down map. We turned it into another Solar Tools button: auto-frame bounds, ortho camera, optional sun for shadows, POI labels stamped on. One click, ship-ready PNG.
Playbook → operator.
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9/10 Shadow proxies.
Far cascade wants ~200-tri silhouettes. Convex hull for buildings, voxel + planar for vehicles.
Then the helicopter: rotors ~0.1m thick, thinner than any voxel size. Hybrid pipeline: voxel body + manual
primitive blades. 452 tris, real rotor shadows.
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10/10 Animation FBX round-trip.
Unity to Blender to PlayCanvas. Edit a clip in Blender, re-export, hair flies off in game (=bald).
Claude tracked it down: Blender re-samples every bone on export, including bones we excluded. Fix: delete those bones pre-export. Headless script.
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