godot_update_node_transform
Modify node positions, rotations, and scales in Godot scene files to adjust object placement and orientation during game development.
Instructions
Update the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes.
Input Schema
TableJSON 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 update. Use '.' for the root node. | . |
| transform | Yes | Transform fields to update. Vector values can be passed as objects like {x, y} or {x, y, z}. | |
| godot_executable | No | Optional explicit path to the Godot executable or .app bundle. |
Implementation Reference
- src/godot_mcp/godot.py:1652-1716 (handler)Implementation of the update_node_transform tool in GodotController.
def update_node_transform( self, project_path: str, scene_path: str, transform: dict[str, Any], 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}") if not isinstance(transform, dict): raise GodotError("`transform` must be an object.") if not transform: raise GodotError("`transform` must contain at least one field to update.") normalized_node_path = normalize_scene_node_path(node_path) try: with tempfile.NamedTemporaryFile( mode="w", encoding="utf-8", suffix="-godot-node-transform.json", delete=False, ) as handle: json.dump(transform, handle, ensure_ascii=False) updates_path = handle.name except TypeError as exc: raise GodotError("`transform` contains a value that could not be serialized to JSON.") from exc try: output = _run_godot_script( executable=executable, project_dir=project_dir, script_name="update_node_transform.gd", user_args=[ "--scene-path", resource_scene_path, "--node-path", normalized_node_path, "--updates-path", updates_path, ], ) finally: Path(updates_path).unlink(missing_ok=True) parsed = _parse_script_json_output(output, "update_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", []), "updated_fields": parsed.get("updated_fields", []), "transform": parsed.get("transform", {}), "godot_executable": str(executable), "godot_version": version, } - src/godot_mcp/server.py:767-804 (registration)Registration of the godot_update_node_transform tool definition in the server.
name="godot_update_node_transform", description="Update 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 update. Use '.' for the root node.", "default": ".", }, "transform": { "type": "object", "description": "Transform fields to update. Vector values can be passed as objects like {x, y} or {x, y, z}.", }, "godot_executable": { "type": "string", "description": "Optional explicit path to the Godot executable or .app bundle.", }, }, "required": ["project_path", "scene_path", "transform"], "additionalProperties": False, }, handler=lambda args: self.controller.update_node_transform( project_path=args["project_path"], scene_path=args["scene_path"], node_path=args.get("node_path", "."), transform=args["transform"], godot_executable=args.get("godot_executable"), ), ),