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add_node

Add a new node to a Godot scene by specifying its type, name, and parent, enabling scene structure modification for game development.

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

  • The primary handler function for the 'add_node' tool. It normalizes input parameters, validates project and scene paths, prepares parameters, and invokes executeOperation('add_node') to perform the actual node addition via Godot's GDScript.
    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',
          ]
        );
      }
    }
  • The input schema definition for the 'add_node' tool, specifying required and optional parameters with descriptions and types.
      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)
    The switch case in the CallToolRequestSchema handler that registers and dispatches 'add_node' tool calls to the handleAddNode function.
    return await this.handleAddNode(request.params.arguments);
  • The helper method executeOperation used by add_node handler to run the Godot GDScript (godot_operations.gd) with the 'add_node' operation and JSON 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;
      }
    }
  • Sets the path to the GDScript file (godot_operations.gd) that contains the actual implementation logic for the 'add_node' operation.
    this.operationsScriptPath = join(__dirname, 'scripts', 'godot_operations.gd');
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations provided, the description carries full burden for behavioral disclosure. It states the tool adds a node but doesn't describe what happens after addition (e.g., whether the scene is automatically saved, if the node becomes active immediately, or if there are permission/validation requirements). For a mutation tool with zero annotation coverage, this leaves critical behavioral traits undocumented.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single, efficient sentence that front-loads the core purpose ('Add a node to an existing scene'). There is zero wasted verbiage or redundancy, making it highly concise and well-structured for quick comprehension.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the tool's complexity (6 parameters, mutation operation) and lack of annotations/output schema, the description is insufficient. It doesn't address behavioral aspects like side effects, error conditions, or return values, leaving the agent with incomplete context for safe and effective use.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the schema fully documents all 6 parameters. The description adds no additional parameter semantics beyond what's in the schema (e.g., it doesn't explain format examples for 'nodeType' or clarify 'properties' object structure). Baseline 3 is appropriate when the schema does all the heavy lifting.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the action ('Add a node') and the target ('to an existing scene'), making the purpose immediately understandable. It distinguishes itself from siblings like 'create_scene' (which creates new scenes) and 'save_scene' (which saves changes). However, it doesn't specify what types of nodes can be added beyond what the schema indicates, leaving some ambiguity about scope.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description provides no guidance on when to use this tool versus alternatives. It doesn't mention prerequisites (e.g., needing an existing scene), exclusions, or comparisons with related tools like 'create_scene' for new scenes or 'save_scene' for persisting changes. The agent must infer usage from the tool name and schema alone.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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