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save_scene

Save modifications to Godot scene files, enabling version control and scene variant creation within projects.

Instructions

Save changes to a scene file

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory
scenePathYesPath to the scene file (relative to project)
newPathNoOptional: New path to save the scene to (for creating variants)

Implementation Reference

  • Handler function for the 'save_scene' tool. Validates inputs (projectPath, scenePath, optional newPath), checks project and scene existence, prepares parameters, executes the Godot operation via executeOperation('save_scene'), handles errors and returns success message with output.
    private async handleSaveScene(args: any) {
      // Normalize parameters to camelCase
      args = this.normalizeParameters(args);
      
      if (!args.projectPath || !args.scenePath) {
        return this.createErrorResponse(
          'Missing required parameters',
          ['Provide projectPath and scenePath']
        );
      }
    
      if (!this.validatePath(args.projectPath) || !this.validatePath(args.scenePath)) {
        return this.createErrorResponse(
          'Invalid path',
          ['Provide valid paths without ".." or other potentially unsafe characters']
        );
      }
    
      // If newPath is provided, validate it
      if (args.newPath && !this.validatePath(args.newPath)) {
        return this.createErrorResponse(
          'Invalid new path',
          ['Provide a valid new 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',
            ]
          );
        }
    
        // 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,
        };
    
        // Add optional parameters
        if (args.newPath) {
          params.newPath = args.newPath;
        }
    
        // Execute the operation
        const { stdout, stderr } = await this.executeOperation('save_scene', params, args.projectPath);
    
        if (stderr && stderr.includes('Failed to')) {
          return this.createErrorResponse(
            `Failed to save scene: ${stderr}`,
            [
              'Check if the scene file is valid',
              'Ensure you have write permissions to the output path',
              'Verify the scene can be properly packed',
            ]
          );
        }
    
        const savePath = args.newPath || args.scenePath;
        return {
          content: [
            {
              type: 'text',
              text: `Scene saved successfully to: ${savePath}\n\nOutput: ${stdout}`,
            },
          ],
        };
      } catch (error: any) {
        return this.createErrorResponse(
          `Failed to save 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 definition for the 'save_scene' tool, specifying required projectPath and scenePath, optional newPath.
    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'],
  • src/index.ts:956-957 (registration)
    Registration of the 'save_scene' handler in the CallToolRequestSchema switch statement.
    case 'save_scene':
      return await this.handleSaveScene(request.params.arguments);
  • src/index.ts:874-894 (registration)
    Tool registration in the ListToolsRequestSchema response, including name, description, and input schema.
      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'],
      },
    },
  • Helper function that executes Godot operations by spawning Godot with the operations script (godot_operations.gd) and the specific operation name ('save_scene') along with JSON parameters. This is the bridge to the actual Godot-side 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;
      }
    }

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