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create_scene

Create a new Godot scene file by specifying project path, save location, and root node type to build game environments.

Instructions

Create a new Godot scene file

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory
scenePathYesPath where the scene file will be saved (relative to project)
rootNodeTypeNoType of the root node (e.g., Node2D, Node3D)Node2D

Implementation Reference

  • src/index.ts:761-782 (registration)
    Registration of the 'create_scene' tool in the list_tools response, including name, description, and input schema.
      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'],
      },
    },
  • src/index.ts:948-949 (registration)
    Registration of the handler dispatch for 'create_scene' in the CallToolRequestSchema switch statement.
    case 'create_scene':
      return await this.handleCreateScene(request.params.arguments);
  • The main handler function for the 'create_scene' tool. Validates input arguments, prepares parameters, executes the Godot operations script via executeOperation('create_scene'), and handles responses or errors.
    private async handleCreateScene(args: any) {
      // Normalize parameters to camelCase
      args = this.normalizeParameters(args);
      
      if (!args.projectPath || !args.scenePath) {
        return this.createErrorResponse(
          'Project path and scene path are required',
          ['Provide valid paths for both the project and the scene']
        );
      }
    
      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',
            ]
          );
        }
    
        // Prepare parameters for the operation (already in camelCase)
        const params = {
          scenePath: args.scenePath,
          rootNodeType: args.rootNodeType || 'Node2D',
        };
    
        // Execute the operation
        const { stdout, stderr } = await this.executeOperation('create_scene', params, args.projectPath);
    
        if (stderr && stderr.includes('Failed to')) {
          return this.createErrorResponse(
            `Failed to create scene: ${stderr}`,
            [
              'Check if the root node type is valid',
              'Ensure you have write permissions to the scene path',
              'Verify the scene path is valid',
            ]
          );
        }
    
        return {
          content: [
            {
              type: 'text',
              text: `Scene created successfully at: ${args.scenePath}\n\nOutput: ${stdout}`,
            },
          ],
        };
      } catch (error: any) {
        return this.createErrorResponse(
          `Failed to create scene: ${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 defining parameters and validation for the create_scene tool.
    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'],
    },
  • Generic helper function that executes Godot operations by spawning Godot with the operations script and specific operation name ('create_scene') along with JSON parameters. This is the bridge to the actual Godot GD script implementation.
    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;
      }
    }
Behavior2/5

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

No annotations are provided, so the description carries the full burden of behavioral disclosure. It states 'Create a new Godot scene file,' which implies a write operation, but doesn't cover critical aspects like whether this requires the editor to be running, what permissions are needed, if it overwrites existing files, or what happens on success/failure. For a mutation tool with zero annotation coverage, this is a significant gap in transparency.

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 directly states the tool's purpose without any fluff. It's front-loaded and appropriately sized for a simple creation tool, with every word earning its place. This is an example of excellent conciseness.

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 complexity of creating a scene file (a mutation operation) with no annotations and no output schema, the description is incomplete. It doesn't address behavioral traits like error handling, side effects, or return values, leaving the agent with insufficient context to use the tool effectively. This is inadequate for a tool that modifies project state.

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?

The schema description coverage is 100%, with all parameters well-documented in the schema itself (e.g., 'Path to the Godot project directory' for projectPath). The description adds no additional meaning beyond what the schema provides, such as explaining how scenePath interacts with projectPath or common use cases for rootNodeType. Baseline 3 is appropriate when the schema does 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 ('Create') and resource ('new Godot scene file'), making the purpose immediately understandable. It doesn't explicitly differentiate from sibling tools like 'save_scene' or 'add_node', but the verb 'Create' versus 'save' or 'add' provides some implicit distinction. This is clear but lacks explicit sibling differentiation.

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. With siblings like 'save_scene' and 'add_node' that might handle related scene operations, there's no indication of prerequisites, context (e.g., whether the project must be open), or when to choose this over other tools. This leaves the agent without usage direction.

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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