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add_node

Add a new node to a Godot scene by specifying its type, name, and parent node path to extend scene functionality.

Instructions

Add a node to an existing scene

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory
scenePathYesPath to the scene file (relative to project)
parentNodePathNoPath to the parent node (e.g., "root" or "root/Player")root
nodeTypeYesType of node to add (e.g., Sprite2D, CollisionShape2D)
nodeNameYesName for the new node
propertiesNoOptional properties to set on the node

Implementation Reference

  • Input schema for the 'add_node' tool, defining required and optional parameters such as projectPath, scenePath, nodeType, nodeName, etc.
      name: 'add_node',
      description: 'Add a node to an existing scene',
      inputSchema: {
        type: 'object',
        properties: {
          projectPath: {
            type: 'string',
            description: 'Path to the Godot project directory',
          },
          scenePath: {
            type: 'string',
            description: 'Path to the scene file (relative to project)',
          },
          parentNodePath: {
            type: 'string',
            description: 'Path to the parent node (e.g., "root" or "root/Player")',
            default: 'root',
          },
          nodeType: {
            type: 'string',
            description: 'Type of node to add (e.g., Sprite2D, CollisionShape2D)',
          },
          nodeName: {
            type: 'string',
            description: 'Name for the new node',
          },
          properties: {
            type: 'object',
            description: 'Optional properties to set on the node',
          },
        },
        required: ['projectPath', 'scenePath', 'nodeType', 'nodeName'],
      },
    },
  • src/index.ts:951-951 (registration)
    Registration of the 'add_node' tool handler in the CallToolRequestSchema switch statement.
    return await this.handleAddNode(request.params.arguments);
  • Primary handler for the 'add_node' tool. Performs input validation, parameter normalization, project/scene existence checks, and delegates execution to Godot via executeOperation('add_node', ...).
    private async handleAddNode(args: any) {
      // Normalize parameters to camelCase
      args = this.normalizeParameters(args);
      
      if (!args.projectPath || !args.scenePath || !args.nodeType || !args.nodeName) {
        return this.createErrorResponse(
          'Missing required parameters',
          ['Provide projectPath, scenePath, nodeType, and nodeName']
        );
      }
    
      if (!this.validatePath(args.projectPath) || !this.validatePath(args.scenePath)) {
        return this.createErrorResponse(
          'Invalid path',
          ['Provide valid paths without ".." or other potentially unsafe characters']
        );
      }
    
      try {
        // Check if the project directory exists and contains a project.godot file
        const projectFile = join(args.projectPath, 'project.godot');
        if (!existsSync(projectFile)) {
          return this.createErrorResponse(
            `Not a valid Godot project: ${args.projectPath}`,
            [
              'Ensure the path points to a directory containing a project.godot file',
              'Use list_projects to find valid Godot projects',
            ]
          );
        }
    
        // Check if the scene file exists
        const scenePath = join(args.projectPath, args.scenePath);
        if (!existsSync(scenePath)) {
          return this.createErrorResponse(
            `Scene file does not exist: ${args.scenePath}`,
            [
              'Ensure the scene path is correct',
              'Use create_scene to create a new scene first',
            ]
          );
        }
    
        // Prepare parameters for the operation (already in camelCase)
        const params: any = {
          scenePath: args.scenePath,
          nodeType: args.nodeType,
          nodeName: args.nodeName,
        };
    
        // Add optional parameters
        if (args.parentNodePath) {
          params.parentNodePath = args.parentNodePath;
        }
    
        if (args.properties) {
          params.properties = args.properties;
        }
    
        // Execute the operation
        const { stdout, stderr } = await this.executeOperation('add_node', params, args.projectPath);
    
        if (stderr && stderr.includes('Failed to')) {
          return this.createErrorResponse(
            `Failed to add node: ${stderr}`,
            [
              'Check if the node type is valid',
              'Ensure the parent node path exists',
              'Verify the scene file is valid',
            ]
          );
        }
    
        return {
          content: [
            {
              type: 'text',
              text: `Node '${args.nodeName}' of type '${args.nodeType}' added successfully to '${args.scenePath}'.\n\nOutput: ${stdout}`,
            },
          ],
        };
      } catch (error: any) {
        return this.createErrorResponse(
          `Failed to add node: ${error?.message || 'Unknown error'}`,
          [
            'Ensure Godot is installed correctly',
            'Check if the GODOT_PATH environment variable is set correctly',
            'Verify the project path is accessible',
          ]
        );
      }
  • Helper function executeOperation used by add_node handler to run the actual Godot script (godot_operations.gd) with operation='add_node' and parameters.
    private async executeOperation(
      operation: string,
      params: OperationParams,
      projectPath: string
    ): Promise<{ stdout: string; stderr: string }> {
      this.logDebug(`Executing operation: ${operation} in project: ${projectPath}`);
      this.logDebug(`Original operation params: ${JSON.stringify(params)}`);
    
      // Convert camelCase parameters to snake_case for Godot script
      const snakeCaseParams = this.convertCamelToSnakeCase(params);
      this.logDebug(`Converted snake_case params: ${JSON.stringify(snakeCaseParams)}`);
    
    
      // Ensure godotPath is set
      if (!this.godotPath) {
        await this.detectGodotPath();
        if (!this.godotPath) {
          throw new Error('Could not find a valid Godot executable path');
        }
      }
    
      try {
        // Serialize the snake_case parameters to a valid JSON string
        const paramsJson = JSON.stringify(snakeCaseParams);
        // Escape single quotes in the JSON string to prevent command injection
        const escapedParams = paramsJson.replace(/'/g, "'\\''");
        // On Windows, cmd.exe does not strip single quotes, so we use
        // double quotes and escape them to ensure the JSON is parsed
        // correctly by Godot.
        const isWindows = process.platform === 'win32';
        const quotedParams = isWindows
          ? `\"${paramsJson.replace(/\"/g, '\\"')}\"`
          : `'${escapedParams}'`;
    
    
        // Add debug arguments if debug mode is enabled
        const debugArgs = GODOT_DEBUG_MODE ? ['--debug-godot'] : [];
    
        // Construct the command with the operation and JSON parameters
        const cmd = [
          `"${this.godotPath}"`,
          '--headless',
          '--path',
          `"${projectPath}"`,
          '--script',
          `"${this.operationsScriptPath}"`,
          operation,
          quotedParams, // Pass the JSON string as a single argument
          ...debugArgs,
        ].join(' ');
    
        this.logDebug(`Command: ${cmd}`);
    
        const { stdout, stderr } = await execAsync(cmd);
    
        return { stdout, stderr };
      } catch (error: unknown) {
        // If execAsync throws, it still contains stdout/stderr
        if (error instanceof Error && 'stdout' in error && 'stderr' in error) {
          const execError = error as Error & { stdout: string; stderr: string };
          return {
            stdout: execError.stdout,
            stderr: execError.stderr,
          };
        }
    
        throw error;
      }
    }
Behavior2/5

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

No annotations are provided, so the description carries full burden for behavioral disclosure. While 'Add a node' implies a write/mutation operation, the description doesn't specify whether this requires specific permissions, if changes are saved automatically, what happens on failure, or any rate limits. It lacks crucial context for a mutation tool with no annotation coverage.

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 perfectly concise - a single sentence that states the core purpose without any wasted words. It's front-loaded with the essential information and earns its place efficiently.

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

Completeness2/5

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

For a mutation tool with 6 parameters, no annotations, and no output schema, the description is insufficient. It doesn't explain what happens after node addition, whether the scene needs saving separately, what errors might occur, or how this integrates with the Godot workflow. The description should provide more context given the complexity and lack of structured metadata.

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 description coverage is 100%, so the schema already documents all 6 parameters thoroughly. The description adds no additional parameter information beyond what's in the schema. According to scoring rules, when schema coverage is high (>80%), the baseline is 3 even with no param info in the description.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the action ('Add a node') and the target resource ('to an existing scene'), which provides a specific verb+resource combination. However, it doesn't distinguish this tool from potential alternatives like 'create_scene' or explain how it differs from other node-related operations that might exist in the Godot ecosystem.

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

Usage Guidelines2/5

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

The description provides no guidance on when to use this tool versus alternatives. It doesn't mention prerequisites (like needing an existing scene), when not to use it, or how it relates to sibling tools such as 'create_scene' or 'save_scene'. The agent must infer usage from the tool name alone.

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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