run_project
Launch a Godot project as a child process to enable input simulation, screenshots, scripts, and debug output. Required for automated agent-driven testing sessions.
Instructions
Spawn a Godot project as a child process with stdout/stderr captured. Required before take_screenshot, simulate_input, get_ui_elements, run_script, or get_debug_output. Set profiling: true at launch to enable the profiler tools. Use attach_project for one you launched yourself. Verifies MCP bridge readiness before returning success. Returns status with the assigned bridge port. Call stop_project when done. Errors if projectPath is not a Godot project or another session is already active.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| scene | No | Scene to run (path relative to project, e.g. "scenes/main.tscn"). Omit to use the project's main scene. | |
| profiling | No | Attach Godot's own remote debugger so profile_project, start_profiler and stop_profiler can measure this session. Must be set at launch - a session already running cannot be profiled - and costs a little runtime overhead. | |
| background | No | If true, hides the Godot window off-screen and blocks all physical keyboard and mouse input, while keeping programmatic input (simulate_input, run_script) and screenshots fully active. Useful for automated agent-driven testing where the window should not be visible or interactive. | |
| bridgePort | No | TCP port for the MCP bridge. Omit to auto-select a free port (recommended). The chosen port is baked into the project's `mcp_bridge.gd` at inject time, so the running Godot listens on exactly this port. | |
| projectPath | Yes | Path to the Godot project directory |