batch_scene_operations
Batch add_node, load_sprite, set_node_properties, and save calls into one Godot process, using a shared scene cache to avoid repeated startups when editing related scenes.
Instructions
Use this instead of chaining add_node / load_sprite / save_scene calls when you have multiple mutations on the same or related scenes - runs in one Godot process (~3s startup avoided per call) and shares an in-memory scene cache, saving once at the end. Each item picks its own sub-operation (add_node, load_sprite, set_node_properties, save) and supplies its own params; add_node items accept the same promoted spatial params (position, rotation, scale, visible, modulate) as the standalone tool; set_node_properties items accept the same per-update params (nodePath, property, value) and per-operation scenePath and abortOnError as the standalone tool; abortOnError stops on first failure (default false continues). Returns: results[] in input order, each tagged with operation and scenePath plus success or error. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| operations | Yes | Ordered list of scene operations. Each item has its own operation and scenePath. | |
| projectPath | Yes | Path to the Godot project directory | |
| abortOnError | No | Stop processing on first error (default: false) |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| results | No |