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Farraskuy

Godot MCP Bridge

by Farraskuy

get_scene_tree

Retrieve Godot scene hierarchy from editor or runtime to inspect node structure, analyze parent-child relationships, and debug game object composition.

Instructions

Get scene hierarchy from editor/runtime. (Compatibility tool)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
timeoutMsNo
autoConnectNo
Behavior2/5

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

With no annotations provided, the description carries the full burden of behavioral disclosure. It only minimally indicates the tool works in both editor and runtime contexts but fails to explain connection behavior, timeout handling, or what 'Compatibility tool' implies regarding side effects or deprecation.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is extremely brief (9 words) and front-loaded with the core action. While efficient in word count, this conciseness crosses into underspecification given the lack of supporting documentation elsewhere.

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

Completeness2/5

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

With no output schema, no annotations, and 0% parameter schema coverage, the description is insufficient for the complexity of scene hierarchy retrieval. It omits return value structure, parameter semantics, and behavioral constraints necessary for correct invocation.

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

Parameters1/5

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

The schema has 0% description coverage for its two parameters (timeoutMs and autoConnect). The description completely fails to compensate by explaining what these parameters control, their units, or behavioral impact, leaving the agent blind to critical configuration options.

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

Purpose4/5

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

The description states a specific verb ('Get') and resource ('scene hierarchy') and notes the context ('from editor/runtime'). However, it fails to explicitly distinguish itself from the sibling tool 'get_game_scene_tree', leaving ambiguity about which tool to use when.

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

Usage Guidelines2/5

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

The description provides no guidance on when to use this tool versus alternatives like 'get_game_scene_tree' or 'get_filesystem_tree'. The parenthetical '(Compatibility tool)' is too vague to inform usage decisions.

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

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