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run_project

Execute a Godot game project to test functionality and capture runtime output for debugging purposes.

Instructions

Run the Godot project and capture output

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory
sceneNoOptional: Specific scene to run

Implementation Reference

  • Implements the core logic for running a Godot project: validates input, spawns Godot process in debug mode with optional scene, captures stdout/stderr, stores in activeProcess for later retrieval.
    private async handleRunProject(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 { // 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', ] ); } // Kill any existing process if (this.activeProcess) { this.logDebug('Killing existing Godot process before starting a new one'); this.activeProcess.process.kill(); } const cmdArgs = ['-d', '--path', args.projectPath]; if (args.scene && this.validatePath(args.scene)) { this.logDebug(`Adding scene parameter: ${args.scene}`); cmdArgs.push(args.scene); } this.logDebug(`Running Godot project: ${args.projectPath}`); const process = spawn(this.godotPath!, cmdArgs, { stdio: 'pipe' }); const output: string[] = []; const errors: string[] = []; process.stdout?.on('data', (data: Buffer) => { const lines = data.toString().split('\n'); output.push(...lines); lines.forEach((line: string) => { if (line.trim()) this.logDebug(`[Godot stdout] ${line}`); }); }); process.stderr?.on('data', (data: Buffer) => { const lines = data.toString().split('\n'); errors.push(...lines); lines.forEach((line: string) => { if (line.trim()) this.logDebug(`[Godot stderr] ${line}`); }); }); process.on('exit', (code: number | null) => { this.logDebug(`Godot process exited with code ${code}`); if (this.activeProcess && this.activeProcess.process === process) { this.activeProcess = null; } }); process.on('error', (err: Error) => { console.error('Failed to start Godot process:', err); if (this.activeProcess && this.activeProcess.process === process) { this.activeProcess = null; } }); this.activeProcess = { process, output, errors }; return { content: [ { type: 'text', text: `Godot project started in debug mode. Use get_debug_output to see output.`, }, ], }; } catch (error: unknown) { const errorMessage = error instanceof Error ? error.message : 'Unknown error'; return this.createErrorResponse( `Failed to run Godot project: ${errorMessage}`, [ 'Ensure Godot is installed correctly', 'Check if the GODOT_PATH environment variable is set correctly', 'Verify the project path is accessible', ] ); } }
  • Defines the input schema for the run_project tool, including required projectPath and optional scene.
    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'], },
  • src/index.ts:937-937 (registration)
    Registers the handler dispatch for the 'run_project' tool in the CallToolRequestSchema switch statement.
    return await this.handleRunProject(request.params.arguments);
  • src/index.ts:667-928 (registration)
    Registers the run_project tool in the list of available tools returned by ListToolsRequestSchema.
    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'], }, }, ], }));

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