create_scene
Generate a new Godot scene file by specifying the project path, scene path, and root node type to streamline game development workflows with the Godot MCP server.
Instructions
Create a new Godot scene file
Input Schema
TableJSON Schema
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory | |
| rootNodeType | No | Type of the root node (e.g., Node2D, Node3D) | Node2D |
| scenePath | Yes | Path where the scene file will be saved (relative to project) |
Implementation Reference
- src/index.ts:761-782 (registration)Tool registration in the list of available tools for ListToolsRequestSchema, including name, description, and input schema.name: 'create_scene', description: 'Create a new Godot scene file', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path where the scene file will be saved (relative to project)', }, rootNodeType: { type: 'string', description: 'Type of the root node (e.g., Node2D, Node3D)', default: 'Node2D', }, }, required: ['projectPath', 'scenePath'], }, },
- src/index.ts:948-949 (registration)Registration of the tool handler in the CallToolRequestSchema switch statement.case 'create_scene': return await this.handleCreateScene(request.params.arguments);
- src/index.ts:1483-1552 (handler)The main handler function for the 'create_scene' tool. Validates input parameters, checks project validity, prepares parameters, executes the Godot operation via executeOperation('create_scene'), and handles the response or errors.private async handleCreateScene(args: any) { // Normalize parameters to camelCase args = this.normalizeParameters(args); if (!args.projectPath || !args.scenePath) { return this.createErrorResponse( 'Project path and scene path are required', ['Provide valid paths for both the project and the scene'] ); } if (!this.validatePath(args.projectPath) || !this.validatePath(args.scenePath)) { return this.createErrorResponse( 'Invalid path', ['Provide valid paths without ".." or other potentially unsafe characters'] ); } try { // Check if the project directory exists and contains a project.godot file const projectFile = join(args.projectPath, 'project.godot'); if (!existsSync(projectFile)) { return this.createErrorResponse( `Not a valid Godot project: ${args.projectPath}`, [ 'Ensure the path points to a directory containing a project.godot file', 'Use list_projects to find valid Godot projects', ] ); } // Prepare parameters for the operation (already in camelCase) const params = { scenePath: args.scenePath, rootNodeType: args.rootNodeType || 'Node2D', }; // Execute the operation const { stdout, stderr } = await this.executeOperation('create_scene', params, args.projectPath); if (stderr && stderr.includes('Failed to')) { return this.createErrorResponse( `Failed to create scene: ${stderr}`, [ 'Check if the root node type is valid', 'Ensure you have write permissions to the scene path', 'Verify the scene path is valid', ] ); } return { content: [ { type: 'text', text: `Scene created successfully at: ${args.scenePath}\n\nOutput: ${stdout}`, }, ], }; } catch (error: any) { return this.createErrorResponse( `Failed to create scene: ${error?.message || 'Unknown error'}`, [ 'Ensure Godot is installed correctly', 'Check if the GODOT_PATH environment variable is set correctly', 'Verify the project path is accessible', ] ); } }
- src/index.ts:474-542 (helper)Helper method that executes Godot operations by spawning Godot with the operations script (godot_operations.gd) and passing the operation name and JSON parameters. This is where the actual 'create_scene' logic in Godot GDscript is invoked.private async executeOperation( operation: string, params: OperationParams, projectPath: string ): Promise<{ stdout: string; stderr: string }> { this.logDebug(`Executing operation: ${operation} in project: ${projectPath}`); this.logDebug(`Original operation params: ${JSON.stringify(params)}`); // Convert camelCase parameters to snake_case for Godot script const snakeCaseParams = this.convertCamelToSnakeCase(params); this.logDebug(`Converted snake_case params: ${JSON.stringify(snakeCaseParams)}`); // Ensure godotPath is set if (!this.godotPath) { await this.detectGodotPath(); if (!this.godotPath) { throw new Error('Could not find a valid Godot executable path'); } } try { // Serialize the snake_case parameters to a valid JSON string const paramsJson = JSON.stringify(snakeCaseParams); // Escape single quotes in the JSON string to prevent command injection const escapedParams = paramsJson.replace(/'/g, "'\\''"); // On Windows, cmd.exe does not strip single quotes, so we use // double quotes and escape them to ensure the JSON is parsed // correctly by Godot. const isWindows = process.platform === 'win32'; const quotedParams = isWindows ? `\"${paramsJson.replace(/\"/g, '\\"')}\"` : `'${escapedParams}'`; // Add debug arguments if debug mode is enabled const debugArgs = GODOT_DEBUG_MODE ? ['--debug-godot'] : []; // Construct the command with the operation and JSON parameters const cmd = [ `"${this.godotPath}"`, '--headless', '--path', `"${projectPath}"`, '--script', `"${this.operationsScriptPath}"`, operation, quotedParams, // Pass the JSON string as a single argument ...debugArgs, ].join(' '); this.logDebug(`Command: ${cmd}`); const { stdout, stderr } = await execAsync(cmd); return { stdout, stderr }; } catch (error: unknown) { // If execAsync throws, it still contains stdout/stderr if (error instanceof Error && 'stdout' in error && 'stderr' in error) { const execError = error as Error & { stdout: string; stderr: string }; return { stdout: execError.stdout, stderr: execError.stderr, }; } throw error; } }
- src/index.ts:136-136 (helper)Sets the path to the GDscript file (godot_operations.gd) that contains the actual implementation logic for operations including 'create_scene'.this.operationsScriptPath = join(__dirname, 'scripts', 'godot_operations.gd');