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Running game

game

Inspect and manipulate a running Godot project: query live scene tree, set node state, call methods, evaluate expressions, and control time for debugging and testing.

Instructions

Inspect and manipulate the RUNNING game (after run.play): live scene tree, node state, evaluate expressions, call methods, wait for conditions, record values over time, time control, performance. Paths are relative to the current scene root; use /root/Autoload for singletons.

Actions:

  • info: {} current scene, fps, frame, viewport size, paused, time_scale.

  • tree: {path?, depth?=6, props?, whole_tree?} live node tree (includes runtime-spawned nodes).

  • get: {path, props?: ['velocity', 'position:x']} node state; default = non-default props + global_position/velocity/is_on_floor + screen_position.

  • set: {path, props} change live values (for testing; not saved).

  • call: {path, method, args?}

  • eval: {expression, path?} Godot Expression with the node as self, e.g. "get_node('Player').health", "get_tree().get_nodes_in_group('enemies').size()". Or {expressions: [...]}

  • wait: {seconds} | {condition: expr, path?, timeout?} | {node: path, gone?, timeout?} | {signal, path, timeout?} wait inside the game.

  • sample: {path, props?=['global_position'], seconds?=1, interval?=0.1} time series of values (did it move/fall/animate?).

  • time: {time_scale?, paused?, step_frames?} slow-mo, pause, frame stepping.

  • perf: {sample_seconds?} fps, frame times, draw calls, node/object counts, memory.

  • raycast: {from, to, mask?, areas?} physics ray in the game world (2D or 3D by vector size).

  • change_scene: {scene} switch scenes in the running game.

  • quit: {code?} quit the game from inside (tests quit handling).

  • audio: {mute?, volume_db?} mute/unmute the running game's master bus; returns which players are currently playing (verify sounds without hearing them).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
toNo
argsNoArguments.
fromNo
nodeNoNode path to wait for.
pathNoNode path in the running game ('' = current scene root).
propsNoProperty names (get/sample) or {name: value} (set).
sceneNoScene path.
actionYesWhat to do. See the tool description for each action's parameters.
methodNoMethod name.
pausedNoPause/unpause the SceneTree.
signalNoSignal name to wait for.
secondsNoDuration.
timeoutNoSeconds before giving up (default 10).
intervalNoSampling interval in seconds.
conditionNoExpression that must become true.
expressionNoExpression to evaluate.
time_scaleNoEngine.time_scale.
expressionsNoSeveral expressions.
step_framesNoAdvance N physics frames.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.6/5.0
Behavior4/5

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

Annotations already declare readOnlyHint=false and destructiveHint=false. The description adds important behavioral context: set changes live values but 'not saved', quit 'tests quit handling', audio returns currently playing players, and wait 'inside the game'. It stops short of covering rate limits or auth, but the operational details are rich.

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?

Front-loads the overall purpose then uses a compact, scannable action list. Despite covering 14 actions and 19 parameters, every line adds necessary detail; no sentence is wasted.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a complex multi-action tool with no output schema, the description adequately explains each action, its inputs, and often its return value (e.g., info lists fields, audio describes returns). Path conventions and usage prerequisites are included, leaving no critical gap.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is high (89%) so baseline is 3, but the description goes further by mapping every parameter to specific actions (e.g., {path?, depth?=6, props?, whole_tree?} for tree; {expression, path?} for eval) and notes defaults and examples. This adds substantial meaning beyond the schema.

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?

States a specific verb+resource ('Inspect and manipulate the RUNNING game') and enumerates all capabilities. The qualifier 'after run.play' and 'live' distinguishes it from editor tools like scene or node without opening schemas.

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

Usage Guidelines4/5

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

Provides clear context ('after run.play') and maps each action to its parameters, but does not explicitly name alternative sibling tools (e.g., node, scene) or state when not to use this tool. The context is strong but lacks exclusions.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.