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Set node property

godot_set_node_property

Set a node property in a running Godot scene by providing the node path, property name, and new value.

Instructions

Set a property on a node in the running scene by node path (e.g. "Player", "Player/Sprite2D").

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nodeYesNode path relative to the scene root.
valueYesNew value (string/number/bool).
game_idNoHandle of a running game (e.g. "game-1"). Optional when exactly one game is running.
propertyYesProperty name, e.g. "visible", "position".
response_formatNoOutput format. "markdown" is human-readable; "json" is structured.markdown
Behavior2/5

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

Annotations lack readOnlyHint or destructiveHint, so the description must disclose behavior. It only states 'Set' indicating mutation, but does not describe side effects (e.g., what happens if node path is invalid, whether the change is immediate, any error handling). No information about authentication needs or rate limits.

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 a single sentence with no wasted words. It is front-loaded with the action and target. However, it is slightly too brief and could include more context without harming conciseness.

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 the tool has 5 parameters and no output schema, the description should cover prerequisites (running game), parameter usage hints (e.g., game_id optionality), and expected outcomes. It is incomplete; e.g., it doesn't mention that the node must exist or what the response format affects.

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?

The input schema has 100% description coverage, so the schema already explains all parameters. The tool description does not add new meaning beyond the schema, but it provides an example of node path format ('Player/Sprite2D'), which is a minor addition. Baseline 3 is appropriate.

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 clearly states the action ('Set a property'), the target ('a node in the running scene'), and provides example node paths. It distinguishes from sibling tools like 'game_set_property' by specifying node path usage, but does not explicitly differentiate from other sibling tools.

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 explicit guidance on when to use this tool versus alternatives like 'game_set_property'. It implies the tool requires a running scene but does not state prerequisites, limitations, or when not to use it.

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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