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export_mesh_library

Convert Godot scene files into reusable MeshLibrary resources for 3D asset management and optimization.

Instructions

Export a scene as a MeshLibrary resource

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory
scenePathYesPath to the scene file (.tscn) to export
outputPathYesPath where the mesh library (.res) will be saved
meshItemNamesNoOptional: Names of specific mesh items to include (defaults to all)

Implementation Reference

  • MCP tool handler for 'export_mesh_library'. Normalizes and validates input parameters (projectPath, scenePath, outputPath, optional meshItemNames), verifies project and scene existence, prepares parameters, executes the Godot 'export_mesh_library' operation via executeOperation method, and handles responses/errors.
    /** * Handle the export_mesh_library tool */ private async handleExportMeshLibrary(args: any) { // Normalize parameters to camelCase args = this.normalizeParameters(args); if (!args.projectPath || !args.scenePath || !args.outputPath) { return this.createErrorResponse( 'Missing required parameters', ['Provide projectPath, scenePath, and outputPath'] ); } if ( !this.validatePath(args.projectPath) || !this.validatePath(args.scenePath) || !this.validatePath(args.outputPath) ) { 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', ] ); } // Check if the scene file exists const scenePath = join(args.projectPath, args.scenePath); if (!existsSync(scenePath)) { return this.createErrorResponse( `Scene file does not exist: ${args.scenePath}`, [ 'Ensure the scene path is correct', 'Use create_scene to create a new scene first', ] ); } // Prepare parameters for the operation (already in camelCase) const params: any = { scenePath: args.scenePath, outputPath: args.outputPath, }; // Add optional parameters if (args.meshItemNames && Array.isArray(args.meshItemNames)) { params.meshItemNames = args.meshItemNames; } // Execute the operation const { stdout, stderr } = await this.executeOperation('export_mesh_library', params, args.projectPath); if (stderr && stderr.includes('Failed to')) { return this.createErrorResponse( `Failed to export mesh library: ${stderr}`, [ 'Check if the scene contains valid 3D meshes', 'Ensure the output path is valid', 'Verify the scene file is valid', ] ); } return { content: [ { type: 'text', text: `MeshLibrary exported successfully to: ${args.outputPath}\n\nOutput: ${stdout}`, }, ], }; } catch (error: any) { return this.createErrorResponse( `Failed to export mesh library: ${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', ] ); } }
  • Input schema and metadata for the 'export_mesh_library' tool, defining required parameters projectPath, scenePath, outputPath and optional meshItemNames array.
    { name: 'export_mesh_library', description: 'Export a scene as a MeshLibrary resource', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path to the scene file (.tscn) to export', }, outputPath: { type: 'string', description: 'Path where the mesh library (.res) will be saved', }, meshItemNames: { type: 'array', items: { type: 'string', }, description: 'Optional: Names of specific mesh items to include (defaults to all)', }, }, required: ['projectPath', 'scenePath', 'outputPath'], }, },
  • src/index.ts:954-956 (registration)
    Registration of the export_mesh_library handler in the CallToolRequestSchema switch statement.
    case 'export_mesh_library': return await this.handleExportMeshLibrary(request.params.arguments); case 'save_scene':
  • Helper method executeOperation that runs the Godot headless script (godot_operations.gd) with the specific operation name 'export_mesh_library' and JSON-serialized parameters, capturing stdout/stderr.
    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; } }
  • Sets the path to the Godot operations script (godot_operations.gd) which contains the actual implementation logic for the 'export_mesh_library' operation.
    this.operationsScriptPath = join(__dirname, 'scripts', 'godot_operations.gd');

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