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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"),
        ),
    ),

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