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call_method

Invoke methods on live nodes in a running Godot project by node path and method name, with optional arguments for dynamic control.

Instructions

Invoke a method on a live node in a running interactive Godot project. Resolves the node by path relative to the current scene (e.g., "Player", "World/Enemies/Boss") and calls the named method with optional arguments. Returns the serialized result. The project must be running via run_interactive.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
argsNoArguments to pass to the method. Default: [] (no arguments).
methodYesThe method name to call on the node (e.g., "take_damage", "get_health", "set_position").
nodePathYesPath to the target node relative to the current scene root (e.g., "Player", "UI/HealthBar"). Also accepts absolute paths like "/root/GameState".
Behavior3/5

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

Annotations already set readOnlyHint=false, destructiveHint=false, idempotentHint=false. The description adds that it returns a serialized result and requires interactive mode. However, it does not disclose that calling arbitrary methods may have unpredictable side effects, relying on the caller's knowledge of the target method.

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?

The description is three sentences long, front-loaded with the core purpose, and every sentence adds value: action, path resolution, result, and prerequisite. No redundant or filler content.

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?

For a tool with 3 parameters and no output schema, the description is sufficiently complete. It covers the action, path resolution, argument handling, return value, and runtime requirement. Minor gaps like error handling are not critical for this tool's complexity.

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

Parameters3/5

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

Schema coverage is 100%, with each parameter described. The description reinforces the meaning of nodePath and args but does not add new details beyond the schema, so the baseline of 3 is appropriate.

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?

The description clearly states the tool invokes a method on a live node in a running interactive Godot project, with concrete path examples. It distinguishes itself from sibling tools like set_node_properties or get_node_properties by focusing on method calls rather than property access.

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?

The description explicitly states a prerequisite: the project must be running via run_interactive. It also clarifies that node paths are relative to the current scene. It does not name alternative tools explicitly, but the context is clear enough for an agent to decide when to use it.

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

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