resource_manage
Manage Godot resources: search, inspect, assign, and create assets including environments, physics shapes, curves, gradients, and noise textures.
Instructions
Resource (asset) search, inspection, assignment, and creation. Covers generic Resource subclasses plus specialized authoring (Curve, Environment, physics shapes, gradient/noise textures).
Ops: • search(type="", path="", offset=0, limit=100) Search for resources by type or path. Type matching includes subclasses. At least one filter required. Paginated. • load(path) Inspect a .tres / .res — returns type and editor-visible properties. • assign(path, property, resource_path) Load and assign a resource to a node property. Undoable. • get_info(type) Introspect a Resource class — properties, parent, abstract flag, concrete_subclasses (for abstract bases). Read-only. • create(type, properties=None, path="", property="", resource_path="", overwrite=False) Instantiate a Resource subclass. Either path+property (assign to a node, undoable) or resource_path (save to .tres). For specific families (Curve, Environment, etc.) prefer the dedicated ops. • curve_set_points(points, path="", property="", resource_path="") Replace all points on a Curve / Curve2D / Curve3D. Auto-creates the curve resource if the slot is empty (curve_created flag). • environment_create(path="", preset="default", properties=None, sky=None, resource_path="", overwrite=False) Build Environment + Sky chain. Presets: default | clear | sunset | night | fog. sky may be bool or a procedural sky dict such as {"sky_material": "procedural", "sky_top_color": "#0f172a"}. Either assign to a WorldEnvironment node or save .tres. • environment_setup_3d(preset="daylight", parent_path="", create_sun=True, volumetric_fog=False, glow=False) Scaffold complete 3D environment and lighting. Presets: daylight | sunset | dark_dungeon | neon_night | clear. Auto-creates WorldEnvironment and DirectionalLight3D with matching sky, lighting, shadows, and tone mapping in a single undoable step. • environment_setup_2d(preset="dungeon", parent_path="", add_torch_to="", torch_energy=1.2, torch_radius=2.0, shadows=True) Scaffold complete 2D atmospheric lighting environment. Presets: dungeon | midnight | sunset | spooky | foggy. Creates CanvasModulate ambient tint, and optionally attaches a PointLight2D radial torch with falloff texture and shadows to the target character/object. • physics_shape_autofit(path, source_path="", shape_type="") Size a CollisionShape2D/3D to a nearby visual's bounds. Searches direct siblings then parent-siblings (handles nested Body→Collision layouts). Ambiguous matches return candidate paths in error.data.candidates. Auto-creates the concrete Shape subclass if needed. shape_type accepts either the short form ("box", "sphere", "capsule", "cylinder" for 3D; "rectangle", "circle", "capsule" for 2D) or the matching Godot class name ("BoxShape3D", "RectangleShape2D", etc.). • physics_shape_generate(paths, shape_type="box", body_type="static", scene_file="") Generate a StaticBody3D or Area3D sibling (named Collider) with a CollisionShape3D for every MeshInstance3D path. Shapes are fitted in body-local space; a mesh that already has a collider sibling, a duplicate path, or a scene-root mesh is refused before anything is written. shape_type: box | sphere | capsule | cylinder (or the class name); a sphere/capsule/cylinder under a non-uniformly scaled parent is refused. body_type: static | area. scene_file pins the request to that edited scene. Up to 1024 paths are processed in bounded work across editor frames; inside batch_execute at most 16. The bulk write is one undo action. Returns: {created: [{mesh_path, body_path, shape_path, shape_type, body_type}], undoable: true}. • gradient_texture_create(stops, width=256, height=1, fill="linear", path="", property="", resource_path="", overwrite=False) Build GradientTexture2D from color stops. fill: linear | radial | square. • noise_texture_create(noise_type="simplex_smooth", width=512, height=512, frequency=0.01, seed=0, fractal_octaves=0, path="", property="", resource_path="", overwrite=False) Build NoiseTexture2D wrapping FastNoiseLite. Noise types: simplex | simplex_smooth | perlin | cellular | value | value_cubic.
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||