set_node_properties
Update one or more node properties in a Godot scene with type validation, inline resource creation, and per-update error results. Use for programmatic scene tweaks during runtime.
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. 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 {type: ClassName, ...props} dict that builds a Resource inline, or null to clear; slash-suffixed keys like shader_parameter/ go inside that dict, not on the node. Value coercion, Packed*Array/Array[T] element rules and error details: Property Values in docs/tools.md. 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; 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 |