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export_mesh_library

Convert Godot scene files into reusable MeshLibrary resources for 3D asset management and optimization.

Instructions

Export a scene as a MeshLibrary resource

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory
scenePathYesPath to the scene file (.tscn) to export
outputPathYesPath where the mesh library (.res) will be saved
meshItemNamesNoOptional: Names of specific mesh items to include (defaults to all)

Implementation Reference

  • MCP tool handler for 'export_mesh_library'. Normalizes and validates input parameters (projectPath, scenePath, outputPath, optional meshItemNames), verifies project and scene existence, prepares parameters, executes the Godot 'export_mesh_library' operation via executeOperation method, and handles responses/errors.
    /**
     * Handle the export_mesh_library tool
     */
    private async handleExportMeshLibrary(args: any) {
      // Normalize parameters to camelCase
      args = this.normalizeParameters(args);
      
      if (!args.projectPath || !args.scenePath || !args.outputPath) {
        return this.createErrorResponse(
          'Missing required parameters',
          ['Provide projectPath, scenePath, and outputPath']
        );
      }
    
      if (
        !this.validatePath(args.projectPath) ||
        !this.validatePath(args.scenePath) ||
        !this.validatePath(args.outputPath)
      ) {
        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,
          outputPath: args.outputPath,
        };
    
        // Add optional parameters
        if (args.meshItemNames && Array.isArray(args.meshItemNames)) {
          params.meshItemNames = args.meshItemNames;
        }
    
        // Execute the operation
        const { stdout, stderr } = await this.executeOperation('export_mesh_library', params, args.projectPath);
    
        if (stderr && stderr.includes('Failed to')) {
          return this.createErrorResponse(
            `Failed to export mesh library: ${stderr}`,
            [
              'Check if the scene contains valid 3D meshes',
              'Ensure the output path is valid',
              'Verify the scene file is valid',
            ]
          );
        }
    
        return {
          content: [
            {
              type: 'text',
              text: `MeshLibrary exported successfully to: ${args.outputPath}\n\nOutput: ${stdout}`,
            },
          ],
        };
      } catch (error: any) {
        return this.createErrorResponse(
          `Failed to export mesh library: ${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 and metadata for the 'export_mesh_library' tool, defining required parameters projectPath, scenePath, outputPath and optional meshItemNames array.
    {
      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'],
      },
    },
  • src/index.ts:954-956 (registration)
    Registration of the export_mesh_library handler in the CallToolRequestSchema switch statement.
    case 'export_mesh_library':
      return await this.handleExportMeshLibrary(request.params.arguments);
    case 'save_scene':
  • Helper method executeOperation that runs the Godot headless script (godot_operations.gd) with the specific operation name 'export_mesh_library' and JSON-serialized parameters, capturing stdout/stderr.
    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 Godot operations script (godot_operations.gd) which contains the actual implementation logic for the 'export_mesh_library' 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 the full burden of behavioral disclosure. It states the tool exports a scene as a MeshLibrary resource, implying a write operation that creates a new file, but lacks details on permissions, side effects (e.g., overwriting existing files), error handling, or output format. This is insufficient for a mutation tool with zero annotation coverage.

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 unnecessary words. It is front-loaded with the core action, making it easy to parse and understand quickly.

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 a mutation tool (exporting a scene to a new resource) with no annotations and no output schema, the description is incomplete. It does not cover behavioral aspects like what happens on failure, the format of the exported resource, or how it integrates with other tools, leaving significant gaps for agent usage.

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 clear descriptions for all parameters in the input schema. The description adds no additional meaning beyond the schema, such as explaining parameter interactions or default behaviors. Baseline score of 3 is appropriate as the schema adequately documents parameters without extra value from the description.

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 ('Export') and the resource ('scene as a MeshLibrary resource'), making the purpose evident. However, it does not differentiate this tool from siblings like 'save_scene' or 'create_scene', which might involve similar scene-related operations, leaving some ambiguity about its unique role.

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 does not mention prerequisites, such as needing an open project or scene, or compare it to sibling tools like 'save_scene' for general saving or 'create_scene' for scene creation, leaving the agent without context for selection.

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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