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godot_get_node_transform

Retrieve the transform data of a node in a Godot scene file to inspect its position, rotation, and scale properties for development workflows.

Instructions

Read the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes.

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.get_node_transform` method implements the tool logic, running a Godot helper script to extract node transformation data.
    def get_node_transform(
        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_transform.gd",
            user_args=[
                "--scene-path",
                resource_scene_path,
                "--node-path",
                normalized_node_path,
            ],
        )
        parsed = _parse_script_json_output(output, "get_node_transform.gd")
    
        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"),
            "transform_kind": parsed.get("transform_kind"),
            "supported_fields": parsed.get("supported_fields", []),
            "transform": parsed.get("transform", {}),
            "godot_executable": str(executable),
            "godot_version": version,
        }
  • The `godot_get_node_transform` tool is registered in the `GodotMcpServer` class with its input schema and handler.
        name="godot_get_node_transform",
        description="Read the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes.",
        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_transform(
            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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