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create_scene

Generate a new Godot scene file with specified root node type to build game environments within a project directory.

Instructions

Create a new Godot scene file

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory
scenePathYesPath where the scene file will be saved (relative to project)
rootNodeTypeNoType of the root node (e.g., Node2D, Node3D)Node2D

Implementation Reference

  • src/index.ts:761-782 (registration)
    Registration of the 'create_scene' tool in the ListTools response, including name, description, and input schema.
      name: 'create_scene',
      description: 'Create a new Godot scene file',
      inputSchema: {
        type: 'object',
        properties: {
          projectPath: {
            type: 'string',
            description: 'Path to the Godot project directory',
          },
          scenePath: {
            type: 'string',
            description: 'Path where the scene file will be saved (relative to project)',
          },
          rootNodeType: {
            type: 'string',
            description: 'Type of the root node (e.g., Node2D, Node3D)',
            default: 'Node2D',
          },
        },
        required: ['projectPath', 'scenePath'],
      },
    },
  • The primary handler function for the 'create_scene' tool. It validates input parameters, prepares the operation parameters, executes the Godot script operation 'create_scene' using executeOperation, and handles the response including errors.
      // Normalize parameters to camelCase
      args = this.normalizeParameters(args);
      
      if (!args.projectPath || !args.scenePath) {
        return this.createErrorResponse(
          'Project path and scene path are required',
          ['Provide valid paths for both the project and the scene']
        );
      }
    
      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',
            ]
          );
        }
    
        // Prepare parameters for the operation (already in camelCase)
        const params = {
          scenePath: args.scenePath,
          rootNodeType: args.rootNodeType || 'Node2D',
        };
    
        // Execute the operation
        const { stdout, stderr } = await this.executeOperation('create_scene', params, args.projectPath);
    
        if (stderr && stderr.includes('Failed to')) {
          return this.createErrorResponse(
            `Failed to create scene: ${stderr}`,
            [
              'Check if the root node type is valid',
              'Ensure you have write permissions to the scene path',
              'Verify the scene path is valid',
            ]
          );
        }
    
        return {
          content: [
            {
              type: 'text',
              text: `Scene created successfully at: ${args.scenePath}\n\nOutput: ${stdout}`,
            },
          ],
        };
      } catch (error: any) {
        return this.createErrorResponse(
          `Failed to create scene: ${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',
          ]
        );
      }
    }
  • src/index.ts:949-950 (registration)
    Dispatch registration in the CallToolRequestSchema handler switch statement, routing 'create_scene' calls to the handleCreateScene method.
      return await this.handleCreateScene(request.params.arguments);
    case 'add_node':
  • Helper method executeOperation used by create_scene handler (and others) to run the Godot operations script (godot_operations.gd) with the 'create_scene' operation and JSON 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?

With no annotations provided, the description carries the full burden of behavioral disclosure. It states the tool creates a file but doesn't mention whether this is a write operation (implied), what permissions are needed, if it overwrites existing files, or what happens on failure. This leaves significant gaps for a mutation tool.

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 a single, direct sentence with zero wasted words. It's front-loaded with the core action and resource, making it highly efficient and easy to parse.

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 no annotations and no output schema, the description is insufficient. It doesn't explain what the tool returns (e.g., success confirmation, error details) or critical behavioral aspects like error handling or file system impacts, leaving the agent with incomplete operational context.

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?

The input schema has 100% description coverage, clearly documenting all three parameters. The description adds no additional parameter semantics beyond what's in the schema, so it meets the baseline for high schema coverage without compensating value.

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 ('Create') and the resource ('new Godot scene file'), making the tool's purpose immediately understandable. However, it doesn't differentiate from sibling tools like 'save_scene' or 'add_node', which might have overlapping functionality in scene manipulation.

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?

No guidance is provided on when to use this tool versus alternatives like 'save_scene' or 'add_node'. The description lacks context about prerequisites (e.g., whether the project must be open) or typical workflows, leaving the agent to 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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