godot_call
Call any method on the Godot editor addon. Use session handles instead of node paths to keep addressing nodes across renames or reparents, and async mode for operations that exceed timeouts.
Instructions
Call any method on the Godot editor addon. See godot_list_methods to browse what's available and godot_describe for a method's full parameter schema. Any 'node_path' parameter also accepts a session handle (the "@id:..." string returned as "handle" by get_scene_tree, add_node, and similar methods) instead of a path — a handle keeps addressing the same node across a rename or reparent, where a path would break. Handles go stale when the scene is reloaded/reopened; get_scene_tree again for fresh ones.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| async | No | Return a job_id immediately instead of blocking. Use for long operations (run_stress_test, run_test_scenario, bake_navigation_mesh, headless commands) which otherwise exceed the 30s request timeout. Poll the result with godot_job. | |
| method | Yes | Method name, e.g. get_project_info, get_scene_tree, add_node | |
| params | No | Parameters for the method (varies per method) |