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launch_editor

Launch the Godot editor to open and work on a specific game project by providing its directory path.

Instructions

Launch Godot editor for a specific project

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory

Implementation Reference

  • The handleLaunchEditor function implements the launch_editor tool. It validates the projectPath argument, ensures Godot path is available, checks for project.godot file, spawns Godot process with '-e --path projectPath' to launch the editor in the specified project, handles errors, and returns appropriate responses.
    private async handleLaunchEditor(args: any) {
      // Normalize parameters to camelCase
      args = this.normalizeParameters(args);
      
      if (!args.projectPath) {
        return this.createErrorResponse(
          'Project path is required',
          ['Provide a valid path to a Godot project directory']
        );
      }
    
      if (!this.validatePath(args.projectPath)) {
        return this.createErrorResponse(
          'Invalid project path',
          ['Provide a valid path without ".." or other potentially unsafe characters']
        );
      }
    
      try {
        // Ensure godotPath is set
        if (!this.godotPath) {
          await this.detectGodotPath();
          if (!this.godotPath) {
            return this.createErrorResponse(
              'Could not find a valid Godot executable path',
              [
                'Ensure Godot is installed correctly',
                'Set GODOT_PATH environment variable to specify the correct path',
              ]
            );
          }
        }
    
        // 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',
            ]
          );
        }
    
        this.logDebug(`Launching Godot editor for project: ${args.projectPath}`);
        const process = spawn(this.godotPath, ['-e', '--path', args.projectPath], {
          stdio: 'pipe',
        });
    
        process.on('error', (err: Error) => {
          console.error('Failed to start Godot editor:', err);
        });
    
        return {
          content: [
            {
              type: 'text',
              text: `Godot editor launched successfully for project at ${args.projectPath}.`,
            },
          ],
        };
      } catch (error: unknown) {
        const errorMessage = error instanceof Error ? error.message : 'Unknown error';
        return this.createErrorResponse(
          `Failed to launch Godot editor: ${errorMessage}`,
          [
            'Ensure Godot is installed correctly',
            'Check if the GODOT_PATH environment variable is set correctly',
            'Verify the project path is accessible',
          ]
        );
      }
    }
  • The input schema definition for the launch_editor tool, specifying projectPath as the required string parameter.
      name: 'launch_editor',
      description: 'Launch Godot editor for a specific project',
      inputSchema: {
        type: 'object',
        properties: {
          projectPath: {
            type: 'string',
            description: 'Path to the Godot project directory',
          },
        },
        required: ['projectPath'],
      },
    },
  • src/index.ts:934-935 (registration)
    The switch case in the CallToolRequestSchema handler that routes calls to launch_editor to the handleLaunchEditor method.
    case 'launch_editor':
      return await this.handleLaunchEditor(request.params.arguments);
  • src/index.ts:667-928 (registration)
    The ListToolsRequestSchema handler registers all tools including launch_editor by returning the tools list with its schema.
    this.server.setRequestHandler(ListToolsRequestSchema, async () => ({
      tools: [
        {
          name: 'launch_editor',
          description: 'Launch Godot editor for a specific project',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
            },
            required: ['projectPath'],
          },
        },
        {
          name: 'run_project',
          description: 'Run the Godot project and capture output',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
              scene: {
                type: 'string',
                description: 'Optional: Specific scene to run',
              },
            },
            required: ['projectPath'],
          },
        },
        {
          name: 'get_debug_output',
          description: 'Get the current debug output and errors',
          inputSchema: {
            type: 'object',
            properties: {},
            required: [],
          },
        },
        {
          name: 'stop_project',
          description: 'Stop the currently running Godot project',
          inputSchema: {
            type: 'object',
            properties: {},
            required: [],
          },
        },
        {
          name: 'get_godot_version',
          description: 'Get the installed Godot version',
          inputSchema: {
            type: 'object',
            properties: {},
            required: [],
          },
        },
        {
          name: 'list_projects',
          description: 'List Godot projects in a directory',
          inputSchema: {
            type: 'object',
            properties: {
              directory: {
                type: 'string',
                description: 'Directory to search for Godot projects',
              },
              recursive: {
                type: 'boolean',
                description: 'Whether to search recursively (default: false)',
              },
            },
            required: ['directory'],
          },
        },
        {
          name: 'get_project_info',
          description: 'Retrieve metadata about a Godot project',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
            },
            required: ['projectPath'],
          },
        },
        {
          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'],
          },
        },
        {
          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'],
          },
        },
        {
          name: 'load_sprite',
          description: 'Load a sprite into a Sprite2D node',
          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)',
              },
              nodePath: {
                type: 'string',
                description: 'Path to the Sprite2D node (e.g., "root/Player/Sprite2D")',
              },
              texturePath: {
                type: 'string',
                description: 'Path to the texture file (relative to project)',
              },
            },
            required: ['projectPath', 'scenePath', 'nodePath', 'texturePath'],
          },
        },
        {
          name: 'export_mesh_library',
          description: 'Export a scene as a MeshLibrary resource',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
              scenePath: {
                type: 'string',
                description: 'Path to the scene file (.tscn) to export',
              },
              outputPath: {
                type: 'string',
                description: 'Path where the mesh library (.res) will be saved',
              },
              meshItemNames: {
                type: 'array',
                items: {
                  type: 'string',
                },
                description: 'Optional: Names of specific mesh items to include (defaults to all)',
              },
            },
            required: ['projectPath', 'scenePath', 'outputPath'],
          },
        },
        {
          name: 'save_scene',
          description: 'Save changes to a scene file',
          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)',
              },
              newPath: {
                type: 'string',
                description: 'Optional: New path to save the scene to (for creating variants)',
              },
            },
            required: ['projectPath', 'scenePath'],
          },
        },
        {
          name: 'get_uid',
          description: 'Get the UID for a specific file in a Godot project (for Godot 4.4+)',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
              filePath: {
                type: 'string',
                description: 'Path to the file (relative to project) for which to get the UID',
              },
            },
            required: ['projectPath', 'filePath'],
          },
        },
        {
          name: 'update_project_uids',
          description: 'Update UID references in a Godot project by resaving resources (for Godot 4.4+)',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
            },
            required: ['projectPath'],
          },
        },
      ],
    }));
Behavior2/5

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

No annotations are provided, so the description carries the full burden of behavioral disclosure. It states the action ('Launch') but does not describe what this entails—e.g., whether it opens a GUI, requires specific permissions, has side effects like locking files, or how it handles errors. For a tool that likely initiates an external process, this lack of detail is a significant gap.

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 that efficiently conveys the core action and target. It is front-loaded with essential information and contains no redundant or verbose elements, making it highly concise and well-structured for quick comprehension.

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?

Given the complexity of launching an editor (which may involve external processes, permissions, or state changes), the description is insufficient. With no annotations, no output schema, and minimal behavioral details, it fails to provide the completeness needed for an agent to understand the tool's full implications and usage context effectively.

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, with the parameter 'projectPath' clearly documented as 'Path to the Godot project directory'. The description adds no additional semantic context beyond what the schema provides, such as format examples or constraints, 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 ('Launch') and the target resource ('Godot editor for a specific project'), making the purpose immediately understandable. However, it does not explicitly differentiate this tool from sibling tools like 'run_project' or 'list_projects', which could involve similar contexts but different actions.

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 such as 'run_project' (which might execute a project without launching the editor) or 'list_projects' (which might list available projects). There is no mention of prerequisites, exclusions, or specific contexts for usage, leaving the agent to infer based on tool names 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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