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godot_get_node_properties

Retrieve property lists and serialized values from specific nodes in Godot scene files to inspect and analyze node configurations.

Instructions

Return the current property list and serialized values for a specific node in a saved scene.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
project_pathYesPath to the Godot project directory or its project.godot file.
scene_pathYesPath to the target .tscn file. Absolute, relative, and res:// paths are supported.
node_pathNoScene-relative node path to inspect. Use '.' for the root node..
godot_executableNoOptional explicit path to the Godot executable or .app bundle.

Implementation Reference

  • The GodotController class implements the handler for `godot_get_node_properties`, which uses a helper script to inspect node properties in a scene file.
    def get_node_properties(
        self,
        project_path: str,
        scene_path: str,
        node_path: str = ".",
        godot_executable: str | None = None,
    ) -> dict[str, Any]:
        project_dir = ensure_project_path(project_path)
        executable, version = resolve_godot_executable(godot_executable)
        absolute_scene_path, resource_scene_path = resolve_scene_path(project_dir, scene_path)
    
        if not absolute_scene_path.exists():
            raise GodotError(f"Scene not found: {absolute_scene_path}")
    
        normalized_node_path = normalize_scene_node_path(node_path)
        output = _run_godot_script(
            executable=executable,
            project_dir=project_dir,
            script_name="get_node_properties.gd",
            user_args=[
                "--scene-path",
                resource_scene_path,
                "--node-path",
                normalized_node_path,
            ],
        )
        parsed = _parse_script_json_output(output, "get_node_properties.gd")
        properties = parsed.get("properties", [])
        if not isinstance(properties, list):
            raise GodotError("Node property inspection did not return a property list.")
    
        return {
            "project_path": str(project_dir),
            "scene_path": str(absolute_scene_path),
            "scene_resource_path": resource_scene_path,
            "node_path": parsed.get("node_path", normalized_node_path),
            "node_name": parsed.get("node_name"),
            "node_type": parsed.get("node_type"),
            "property_count": int(parsed.get("property_count", len(properties))),
            "properties": properties,
            "godot_executable": str(executable),
            "godot_version": version,
        }
  • Registration of the `godot_get_node_properties` tool in the server class.
    ToolDefinition(
        name="godot_get_node_properties",
        description="Return the current property list and serialized values for a specific node in a saved scene.",
        input_schema={
            "type": "object",
            "properties": {
                "project_path": {
                    "type": "string",
                    "description": "Path to the Godot project directory or its project.godot file.",
                },
                "scene_path": {
                    "type": "string",
                    "description": "Path to the target .tscn file. Absolute, relative, and res:// paths are supported.",
                },
                "node_path": {
                    "type": "string",
                    "description": "Scene-relative node path to inspect. Use '.' for the root node.",
                    "default": ".",
                },
                "godot_executable": {
                    "type": "string",
                    "description": "Optional explicit path to the Godot executable or .app bundle.",
                },
            },
            "required": ["project_path", "scene_path"],
            "additionalProperties": False,
        },
        handler=lambda args: self.controller.get_node_properties(
            project_path=args["project_path"],
            scene_path=args["scene_path"],
            node_path=args.get("node_path", "."),
            godot_executable=args.get("godot_executable"),
        ),
    ),
Behavior2/5

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

With no annotations provided, the description carries full burden but only states what the tool returns without disclosing behavioral traits like whether it's read-only, what format the property list uses, error conditions, or performance characteristics. It doesn't mention if it requires Godot to be running or if it modifies the scene file.

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

Conciseness5/5

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

Single sentence that efficiently conveys the core purpose with zero wasted words. Front-loaded with the main action and resource, making it immediately understandable.

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?

For a tool with 4 parameters, no annotations, and no output schema, the description is insufficient. It doesn't explain the return format, error handling, or operational constraints. Given the complexity of interacting with Godot scenes and the lack of structured metadata, more context is needed about what 'property list and serialized values' actually means.

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 description coverage is 100%, so the schema already documents all 4 parameters thoroughly. The description doesn't add any parameter-specific information beyond what's in the schema, maintaining the baseline score of 3 for high schema coverage.

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

Purpose5/5

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

The description clearly states the specific action ('Return'), resource ('property list and serialized values'), and scope ('for a specific node in a saved scene'). It distinguishes from siblings like godot_get_node_transform (which returns only transform properties) and godot_get_scene_tree (which returns node hierarchy).

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

Usage Guidelines3/5

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

The description implies usage for inspecting node properties in saved scenes, but doesn't explicitly state when to use this versus alternatives like godot_get_node_transform for transform data only or godot_edit_scene for editing. No exclusions or prerequisites are mentioned.

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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