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save_scene

Save modifications to a Godot scene file, optionally creating variants by specifying a new path.

Instructions

Save changes to a scene file

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory
scenePathYesPath to the scene file (relative to project)
newPathNoOptional: New path to save the scene to (for creating variants)

Implementation Reference

  • The main handler function for the 'save_scene' tool. It validates the input parameters (projectPath, scenePath, optional newPath), checks project and scene validity, prepares parameters, executes the underlying Godot 'save_scene' operation via executeOperation, handles errors, and returns success or error response.
    private async handleSaveScene(args: any) {
      // Normalize parameters to camelCase
      args = this.normalizeParameters(args);
      
      if (!args.projectPath || !args.scenePath) {
        return this.createErrorResponse(
          'Missing required parameters',
          ['Provide projectPath and scenePath']
        );
      }
    
      if (!this.validatePath(args.projectPath) || !this.validatePath(args.scenePath)) {
        return this.createErrorResponse(
          'Invalid path',
          ['Provide valid paths without ".." or other potentially unsafe characters']
        );
      }
    
      // If newPath is provided, validate it
      if (args.newPath && !this.validatePath(args.newPath)) {
        return this.createErrorResponse(
          'Invalid new path',
          ['Provide a valid new path 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,
        };
    
        // Add optional parameters
        if (args.newPath) {
          params.newPath = args.newPath;
        }
    
        // Execute the operation
        const { stdout, stderr } = await this.executeOperation('save_scene', params, args.projectPath);
    
        if (stderr && stderr.includes('Failed to')) {
          return this.createErrorResponse(
            `Failed to save scene: ${stderr}`,
            [
              'Check if the scene file is valid',
              'Ensure you have write permissions to the output path',
              'Verify the scene can be properly packed',
            ]
          );
        }
    
        const savePath = args.newPath || args.scenePath;
        return {
          content: [
            {
              type: 'text',
              text: `Scene saved successfully to: ${savePath}\n\nOutput: ${stdout}`,
            },
          ],
        };
      } catch (error: any) {
        return this.createErrorResponse(
          `Failed to save 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',
          ]
        );
      }
    }
  • Defines the input schema and metadata for the 'save_scene' tool in the ListTools response, specifying required parameters projectPath and scenePath, and optional newPath.
      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'],
      },
    },
  • src/index.ts:956-957 (registration)
    Registers the 'save_scene' tool handler in the switch statement for CallToolRequestSchema, dispatching to handleSaveScene.
    case 'save_scene':
      return await this.handleSaveScene(request.params.arguments);

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