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launch_editor

Open the Godot editor directly for a specified project using the project path, streamlining development and testing workflows within the Godot MCP server environment.

Instructions

Launch Godot editor for a specific project

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory

Implementation Reference

  • The main handler function for the 'launch_editor' tool. It validates the project path, ensures Godot executable is available, checks for project.godot file, and spawns the Godot editor process with '-e --path projectPath' flags.
    private async handleLaunchEditor(args: any) { // Normalize parameters to camelCase args = this.normalizeParameters(args); if (!args.projectPath) { return this.createErrorResponse( 'Project path is required', ['Provide a valid path to a Godot project directory'] ); } if (!this.validatePath(args.projectPath)) { return this.createErrorResponse( 'Invalid project path', ['Provide a valid path without ".." or other potentially unsafe characters'] ); } try { // Ensure godotPath is set if (!this.godotPath) { await this.detectGodotPath(); if (!this.godotPath) { return this.createErrorResponse( 'Could not find a valid Godot executable path', [ 'Ensure Godot is installed correctly', 'Set GODOT_PATH environment variable to specify the correct path', ] ); } } // 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', ] ); } this.logDebug(`Launching Godot editor for project: ${args.projectPath}`); const process = spawn(this.godotPath, ['-e', '--path', args.projectPath], { stdio: 'pipe', }); process.on('error', (err: Error) => { console.error('Failed to start Godot editor:', err); }); return { content: [ { type: 'text', text: `Godot editor launched successfully for project at ${args.projectPath}.`, }, ], }; } catch (error: unknown) { const errorMessage = error instanceof Error ? error.message : 'Unknown error'; return this.createErrorResponse( `Failed to launch Godot editor: ${errorMessage}`, [ 'Ensure Godot is installed correctly', 'Check if the GODOT_PATH environment variable is set correctly', 'Verify the project path is accessible', ] ); } }
  • The input schema definition for the 'launch_editor' tool, specifying that it requires a 'projectPath' string parameter.
    { name: 'launch_editor', description: 'Launch Godot editor for a specific project', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, }, required: ['projectPath'], }, },
  • src/index.ts:934-935 (registration)
    Registration of the 'launch_editor' handler in the switch statement for CallToolRequestSchema.
    case 'launch_editor': return await this.handleLaunchEditor(request.params.arguments);
  • src/index.ts:667-969 (registration)
    The tool 'launch_editor' is registered in the list of tools returned by ListToolsRequestSchema handler, including its name, description, and schema.
    this.server.setRequestHandler(ListToolsRequestSchema, async () => ({ tools: [ { name: 'launch_editor', description: 'Launch Godot editor for a specific project', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, }, required: ['projectPath'], }, }, { name: 'run_project', description: 'Run the Godot project and capture output', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scene: { type: 'string', description: 'Optional: Specific scene to run', }, }, required: ['projectPath'], }, }, { name: 'get_debug_output', description: 'Get the current debug output and errors', inputSchema: { type: 'object', properties: {}, required: [], }, }, { name: 'stop_project', description: 'Stop the currently running Godot project', inputSchema: { type: 'object', properties: {}, required: [], }, }, { name: 'get_godot_version', description: 'Get the installed Godot version', inputSchema: { type: 'object', properties: {}, required: [], }, }, { name: 'list_projects', description: 'List Godot projects in a directory', inputSchema: { type: 'object', properties: { directory: { type: 'string', description: 'Directory to search for Godot projects', }, recursive: { type: 'boolean', description: 'Whether to search recursively (default: false)', }, }, required: ['directory'], }, }, { name: 'get_project_info', description: 'Retrieve metadata about a Godot project', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, }, required: ['projectPath'], }, }, { 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'], }, }, { name: 'add_node', description: 'Add a node to an existing scene', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path to the scene file (relative to project)', }, parentNodePath: { type: 'string', description: 'Path to the parent node (e.g., "root" or "root/Player")', default: 'root', }, nodeType: { type: 'string', description: 'Type of node to add (e.g., Sprite2D, CollisionShape2D)', }, nodeName: { type: 'string', description: 'Name for the new node', }, properties: { type: 'object', description: 'Optional properties to set on the node', }, }, required: ['projectPath', 'scenePath', 'nodeType', 'nodeName'], }, }, { name: 'load_sprite', description: 'Load a sprite into a Sprite2D node', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path to the scene file (relative to project)', }, nodePath: { type: 'string', description: 'Path to the Sprite2D node (e.g., "root/Player/Sprite2D")', }, texturePath: { type: 'string', description: 'Path to the texture file (relative to project)', }, }, required: ['projectPath', 'scenePath', 'nodePath', 'texturePath'], }, }, { 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'], }, }, { name: 'save_scene', description: 'Save changes to a scene file', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path to the scene file (relative to project)', }, newPath: { type: 'string', description: 'Optional: New path to save the scene to (for creating variants)', }, }, required: ['projectPath', 'scenePath'], }, }, { name: 'get_uid', description: 'Get the UID for a specific file in a Godot project (for Godot 4.4+)', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, filePath: { type: 'string', description: 'Path to the file (relative to project) for which to get the UID', }, }, required: ['projectPath', 'filePath'], }, }, { name: 'update_project_uids', description: 'Update UID references in a Godot project by resaving resources (for Godot 4.4+)', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, }, required: ['projectPath'], }, }, ], })); // Handle tool calls this.server.setRequestHandler(CallToolRequestSchema, async (request) => { this.logDebug(`Handling tool request: ${request.params.name}`); switch (request.params.name) { case 'launch_editor': return await this.handleLaunchEditor(request.params.arguments); case 'run_project': return await this.handleRunProject(request.params.arguments); case 'get_debug_output': return await this.handleGetDebugOutput(); case 'stop_project': return await this.handleStopProject(); case 'get_godot_version': return await this.handleGetGodotVersion(); case 'list_projects': return await this.handleListProjects(request.params.arguments); case 'get_project_info': return await this.handleGetProjectInfo(request.params.arguments); case 'create_scene': return await this.handleCreateScene(request.params.arguments); case 'add_node': return await this.handleAddNode(request.params.arguments); case 'load_sprite': return await this.handleLoadSprite(request.params.arguments); case 'export_mesh_library': return await this.handleExportMeshLibrary(request.params.arguments); case 'save_scene': return await this.handleSaveScene(request.params.arguments); case 'get_uid': return await this.handleGetUid(request.params.arguments); case 'update_project_uids': return await this.handleUpdateProjectUids(request.params.arguments); default: throw new McpError( ErrorCode.MethodNotFound, `Unknown tool: ${request.params.name}` ); } }); }

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