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add_node

Add a new node to a Godot scene by specifying its type, name, and parent node path to extend scene functionality.

Instructions

Add a node to an existing scene

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory
scenePathYesPath to the scene file (relative to project)
parentNodePathNoPath to the parent node (e.g., "root" or "root/Player")root
nodeTypeYesType of node to add (e.g., Sprite2D, CollisionShape2D)
nodeNameYesName for the new node
propertiesNoOptional properties to set on the node

Implementation Reference

  • Input schema for the 'add_node' tool, defining required and optional parameters such as projectPath, scenePath, nodeType, nodeName, etc.
    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'], }, },
  • src/index.ts:951-951 (registration)
    Registration of the 'add_node' tool handler in the CallToolRequestSchema switch statement.
    return await this.handleAddNode(request.params.arguments);
  • Primary handler for the 'add_node' tool. Performs input validation, parameter normalization, project/scene existence checks, and delegates execution to Godot via executeOperation('add_node', ...).
    private async handleAddNode(args: any) { // Normalize parameters to camelCase args = this.normalizeParameters(args); if (!args.projectPath || !args.scenePath || !args.nodeType || !args.nodeName) { return this.createErrorResponse( 'Missing required parameters', ['Provide projectPath, scenePath, nodeType, and nodeName'] ); } 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', ] ); } // 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, nodeType: args.nodeType, nodeName: args.nodeName, }; // Add optional parameters if (args.parentNodePath) { params.parentNodePath = args.parentNodePath; } if (args.properties) { params.properties = args.properties; } // Execute the operation const { stdout, stderr } = await this.executeOperation('add_node', params, args.projectPath); if (stderr && stderr.includes('Failed to')) { return this.createErrorResponse( `Failed to add node: ${stderr}`, [ 'Check if the node type is valid', 'Ensure the parent node path exists', 'Verify the scene file is valid', ] ); } return { content: [ { type: 'text', text: `Node '${args.nodeName}' of type '${args.nodeType}' added successfully to '${args.scenePath}'.\n\nOutput: ${stdout}`, }, ], }; } catch (error: any) { return this.createErrorResponse( `Failed to add node: ${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', ] ); }
  • Helper function executeOperation used by add_node handler to run the actual Godot script (godot_operations.gd) with operation='add_node' and parameters.
    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; } }

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