Running game
gameInspect 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
| Name | Required | Description | Default |
|---|---|---|---|
| to | No | ||
| args | No | Arguments. | |
| from | No | ||
| node | No | Node path to wait for. | |
| path | No | Node path in the running game ('' = current scene root). | |
| props | No | Property names (get/sample) or {name: value} (set). | |
| scene | No | Scene path. | |
| action | Yes | What to do. See the tool description for each action's parameters. | |
| method | No | Method name. | |
| paused | No | Pause/unpause the SceneTree. | |
| signal | No | Signal name to wait for. | |
| seconds | No | Duration. | |
| timeout | No | Seconds before giving up (default 10). | |
| interval | No | Sampling interval in seconds. | |
| condition | No | Expression that must become true. | |
| expression | No | Expression to evaluate. | |
| time_scale | No | Engine.time_scale. | |
| expressions | No | Several expressions. | |
| step_frames | No | Advance N physics frames. |