godot_edit_scene
Modify existing nodes in Godot scenes by updating transforms, renaming, reparenting, or deleting them to edit game objects and structure.
Instructions
Modify an existing node in a saved scene by updating its transform, renaming it, reparenting it, or deleting it.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"project_path": "<project_path>",
"scene_path": "<scene_path>"
},
"name": "godot_edit_scene"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| project_path | Yes | Path to the Godot project directory or its project.godot file. | |
| scene_path | Yes | Path to the target .tscn file. Absolute, relative, and res:// paths are supported. | |
| node_path | No | Scene-relative node path to edit. Use '.' for the root node. | . |
| transform | No | Optional transform fields to update. Vector values can be passed as objects like {x, y} or {x, y, z}. | |
| new_name | No | Optional new name for the target node. | |
| new_parent_path | No | Optional new scene-relative parent path for the target node. Use '.' for the root. | |
| delete | No | Delete the target node. This cannot be combined with other edits. | |
| godot_executable | No | Optional explicit path to the Godot executable or .app bundle. |