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game_ui_tree

game_ui_tree

Manage tree controls in Godot: get, select, collapse, expand, add, or remove items using item paths.

Instructions

Tree control: get/select/collapse/add/remove items

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
textNoItem text (for add)
actionYesAction: get_items, select, collapse, expand, add, remove
columnNoColumn index. Default: 0
itemPathNoItem path (slash-separated indices)
nodePathYesPath to Tree control
Behavior2/5

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

Annotations are minimal (only title), so the description should disclose behavioral traits. It lists actions but does not explain side effects, required permissions, error behavior, or whether operations are destructive. For instance, 'remove' implies deletion but no details are given.

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

Conciseness3/5

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

The description is very short (one sentence) but lacks substance. It is concise but not information-dense; it could be improved by front-loading key details.

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?

Given no output schema and 5 parameters, the description fails to explain return values (e.g., what 'get_items' returns) and overall tool behavior. It is incomplete for an agent to use correctly.

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

Parameters3/5

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

Schema coverage is 100% with good property descriptions, so the description adds no extra meaning to parameters (e.g., 'itemPath' format or 'column' usage). Baseline of 3 is appropriate.

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

Purpose3/5

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

The description states it's a tree control and lists actions (get/select/collapse/add/remove), but it's vague about the context (Godot UI) and does not distinguish from sibling UI tools like game_ui_item_list or game_ui_tabs. It lacks a clear verb+resource statement.

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?

No guidance on when to use this tool versus alternatives such as game_ui_item_list or game_ui_popup. No prerequisites, context, or exclusion criteria provided.

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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