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load_sprite

Idempotent

Set a texture on an existing Sprite2D, Sprite3D, or TextureRect node in a Godot project. Saves automatically and verifies the texture file exists.

Instructions

Set the texture on an existing Sprite2D, Sprite3D, or TextureRect node. For new nodes, pass texture via add_node properties instead. Saves automatically. texturePath must be a real file under projectPath. Returns a plain-text confirmation message naming the loaded texture. Errors if the node is not one of those three classes, or the texture file does not exist. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nodePathYesPath to the target node from scene root (e.g. "root/Player/Sprite2D")
scenePathYesScene file path relative to the project
projectPathYesPath to the Godot project directory
texturePathYesPath to the texture file relative to the project (e.g. "assets/player.png")

Schema Changelog

Changes observed during successful MCP inspections.

  1. Addedv3.1.1
  2. Removedv3.0.0
  3. Addedv1.0.0

TDQS

A4.9/5.0
Behavior5/5

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

Beyond idempotentHint, the description discloses automatic saving, the plain-text confirmation return, error conditions for invalid node class and missing texture file, and a runtime-session conflict with the clearing alternatives. This is rich behavioral context that an agent cannot infer from annotations alone.

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 front-loaded with the primary action and supported node types. Every sentence adds operational value: sibling routing, save behavior, return format, error cases, and runtime conflict handling, with no wasted wording.

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

Completeness5/5

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

Given a mutation-style tool with only idempotentHint annotations and no output schema, the description supplies the missing context an agent needs: automatic save, confirmation return, supported node classes, texture path validation, and runtime session errors. Nothing essential for correct invocation appears to be missing.

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

Parameters4/5

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

Schema coverage is 100%, so the schema already documents all four parameters. The description adds useful constraints beyond the schema: texturePath must be a real file under projectPath, and nodePath must target one of three specific node classes. It does not elaborate every parameter, but the added validation semantics are meaningful.

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

Purpose5/5

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

The description states a specific verb and resource: set the texture on an existing Sprite2D, Sprite3D, or TextureRect node. It names the exact node classes and distinguishes the tool from add_node by explaining that new nodes should receive textures through add_node properties instead.

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

Usage Guidelines5/5

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

It explicitly says when to use this tool (existing supported nodes) and when not to use it (new nodes, where add_node properties should be used). It also gives a runtime-session constraint and names stop_project and detach_project as ways to clear that blocker.

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