editor_state
Get current Godot editor version, readiness, open scene, and play state. Refresh the session cache to unblock writes rejected as EDITOR_NOT_READY.
Instructions
Get current Godot editor state: version, readiness, open scene, play state.
Resource form: godot://editor/state — prefer for active-session reads.
Also reachable as editor_manage(op="state") (same handler) for clients
that prefer a single rolled-up tool.
Code-mode MCP adapters keep the server and tool names separate:
call('godot-ai', 'editor_state', {}). Never pass a server-prefixed
tool name such as godot-ai/get_editor_state; that is neither the
adapter's call signature nor a registered tool. For dedicated current-
scene data, use readResource('godot-ai', 'godot://scene/current').
Side effect: refreshes the server's session readiness cache from the
live editor reply. Useful as a recovery step after a write call is
rejected as EDITOR_NOT_READY (state=playing) when you already know
the game has stopped — calling editor_state once syncs the cache
and the next write proceeds. Issue #262.
Response includes game_status for authoritative game liveness,
plus helper_live (status == "live") and session_active
(status not in {"not_live", "stopped"}) mirrored from the same fields
inside game_status. is_playing remains raw editor play-state;
use game_status.status for liveness decisions.
game_status.status="break" means the game process is parked in a
remote-debugger break (boot-time parse errors do this before the game
helper registers); it will not resume on its own — call
project_manage(op="stop").
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| session_id | No | Optional Godot session to target. Empty = active session. |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||