set_node_properties
Apply one or more property updates to nodes in a Godot scene, with type validation and a single save at the end. Pass res:// paths or typed dicts for object properties.
Instructions
Set one or more node properties on a scene in one Godot process. Always-array: pass a single-element updates array for one-off edits. {x,y} / {x,y,z} / {r,g,b,a} auto-convert to Vector2 / Vector3 / Color. Values are checked against the property's declared type and error instead of silently storing that type's zero value. Object-typed properties (e.g. CollisionShape2D.shape) take a res:// path, a typed dict {type: ClassName, ...props} that constructs a Resource inline, or null to clear. Full value rules: the Property Values section of docs/tools.md. abortOnError stops on first failure (default false continues). Saves once at the end. Returns: results[] with one entry per update in input order (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 |
|---|---|---|---|
| updates | Yes | Property updates to apply | |
| scenePath | Yes | Scene file path relative to the project | |
| 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 |