Skip to main content
Glama

Nodes

node

Add, edit, and inspect scene objects in the Godot editor with undoable changes and warnings for setup mistakes.

Instructions

Add, edit and inspect nodes in the edited scene. Every change is undoable (Ctrl+Z) and saved. Build whole subtrees in one 'add' via children. Returned 'warnings' flag setup mistakes (missing collision shapes, textures...).

Actions:

  • add: {type, name?, parent?='.', props?, script?, groups?, index?, children?: [same spec...]} or {nodes: [specs], parent?}. type = class (CharacterBody2D), class_name, res://x.gd or res://x.tscn (instance).

  • set: {path | paths[], props: {name: value}} set properties (sub-properties like 'position:x' allowed).

  • get: {path, props?: [names], all?} type, inheritance, script, non-default props (or the requested ones), children, groups, signal connections, warnings.

  • delete: {path | paths[]}

  • duplicate: {path, name?, parent?, count?, offset?: [x,y]} copies (with offset per copy, great for rows of platforms/coins).

  • move: {path, new_parent?, index?, keep_global_transform?=true} reparent and/or reorder.

  • rename: {path, name}

  • find: {name?: glob, type?, group?, script?, under?} search nodes.

  • call: {path, method, args?, property?} call a method in the editor (e.g. curve.add_point via property='curve').

  • change_type: {path, type, keep_script?} swap a node's class keeping children/compatible props (works on the root too).

  • add_to_group: {path, group}

  • remove_from_group: {path, group}

  • select: {path | paths[]} select in the editor (shows it to the user).

  • selection: {} what the user has selected — use it to resolve 'this node'.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
argsNoMethod arguments.
nameNoNode name / name glob for find.
pathNoNode path relative to the scene root ('.' = root, 'Player/Sprite2D', '%Unique'), or a res:// file path, depending on the action.
typeNoNode class, class_name, res://script.gd or res://scene.tscn.
groupNoGroup name.
indexNoChild index.
nodesNoSeveral node specs to add under 'parent'.
pathsNoSeveral node paths.
propsNoProperty map. Values are coerced to the property type: numbers, [x,y], 'Vector2(1,2)', '#ff8800', 'res://file', {"type":"RectangleShape2D","size":[32,32]} for new resources, enum names as strings.
sceneNores:// scene to operate on; opened in the editor if needed. Defaults to the currently edited scene.
actionYesWhat to do. See the tool description for each action's parameters.
methodNoMethod name.
parentNoParent node path (default '.').
childrenNoChild node specs: {type, name?, props?, script?, children?}.
new_parentNoNew parent path.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.4/5.0
Behavior4/5

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

Goes beyond the annotations by disclosing that every change is undoable (Ctrl+Z) and saved, and that 'warnings' flag setup mistakes such as missing collision shapes or textures. This is meaningful context, though the presence of a 'delete' action alongside destructiveHint=false is worth scrutiny.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loads the core statement, then uses a dense action list where each line earns its place given the flat-schema design. It is long but the length is proportionate to 14 distinct actions; a slightly less telegraphic style would read better.

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

Completeness4/5

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

With no output schema, the get action's description of returned data (type, inheritance, script, props, children, groups, signal connections, warnings) covers the return contract. Nested specs (children, nodes) are also explained, leaving only minor gaps for a tool this broad.

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?

The schema is a flat union of 15 params shared across 14 actions, so the description's per-action parameter specifications (add's {type, name?, parent?, props?, children?}, set's sub-property syntax 'position:x', duplicate's offset-per-copy) are essential and not derivable from the schema alone. It also clarifies that type accepts a class, class_name, script, or scene instance.

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?

Opens with a specific verb set and resource ('Add, edit and inspect nodes in the edited scene') and scopes it to the edited scene, which separates it from siblings like scene, signal, and script. The 14 named actions make the exact capability surface unambiguous.

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?

Each action documents its own parameter shape, so an agent knows which action to reach for and what it needs (e.g. find for searching, selection to resolve 'this node'). It never states when NOT to use this tool versus siblings like scene or script, so it stops short of full routing guidance.

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