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ui_manage

Create and adjust Godot UI elements: apply anchor presets, set text, build layout trees, attach draw recipes, and scaffold complete screens for menus and HUDs.

Instructions

UI / Control authoring (HUD, menus, layouts, vector decoration).

Ops: • set_anchor_preset(path, preset, resize_mode="minsize", margin=0) Apply a Control layout preset. preset: top_left | top_right | bottom_left | bottom_right | center_left | center_top | center_right | center_bottom | center | left_wide | top_wide | right_wide | bottom_wide | vcenter_wide | hcenter_wide | full_rect. resize_mode: minsize | keep_width | keep_height | keep_size. Target must be a Control. CanvasLayer is the canonical HUD parent but is not a Control — put a Control child under the CanvasLayer and apply the preset to that overlay. • set_text(path, text) Set text on a Label/Button/LineEdit/TextEdit/RichTextLabel. • build_layout(tree, parent_path="") Atomically build a UI subtree from a nested spec ({type, name?, properties?, anchor_preset?, anchor_margin?, theme?, children?}). Validates everything before mutating. properties is direct node properties only. Theme constants like container spacing live under theme_override_constants/<name> — e.g. {"theme_override_constants/separation": 8} on a VBoxContainer, not {"separation": 8} (which errors). theme and anchor_preset require a Control / Window — for a HUD, nest a Control under a CanvasLayer and apply them to the Control child, not the layer itself. • draw_recipe(path, ops, clear_existing=True) Attach a declarative list of vector _draw() ops to a Control — radar sweeps, gauges, corner brackets, crosshairs, waveforms. Op kinds: line | rect | arc | circle | polyline | polygon | string. • scaffold_screen(kind="main_menu", parent_path="", name="", title="", layer=10, buttons=None) Instantly scaffold a complete, production-ready UI screen hierarchy under a CanvasLayer with responsive anchors, panels, title headers, and buttons. Supported kinds: main_menu | pause_menu | hud | game_over | dialog_box.

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

TableJSON Schema
NameRequiredDescriptionDefault
opYes
paramsNo
session_idNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv5.0.28
    • changedInput schema / properties / op / enum
      Previous value: -[
      -  "build_layout",
      -  "draw_recipe",
      -  "set_anchor_preset",
      -  "set_text"
      -]New value: +[
      +  "build_layout",
      +  "draw_recipe",
      +  "scaffold_screen",
      +  "set_anchor_preset",
      +  "set_text"
      +]
  2. First observedv4.1.0

TDQS

A4.6/5.0
Behavior4/5

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

With no annotations provided, the description carries the full behavioral burden and largely succeeds: it states that build_layout 'Validates everything before mutating', that set_anchor_preset applies a preset and requires a Control, and that scaffold_screen creates a hierarchy under a CanvasLayer. It does not detail failure modes, permission requirements, or side effects beyond the described mutations, but the core behavioral traits of each op are disclosed.

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 organized as a scannable bulleted list with a clear one-line scope summary, each op shown as a signature with defaults, followed by necessary caveats and examples. It ends with the canonical call shape and compatibility alias, which is directly useful for invocation. Every section adds value and the structure makes the long content navigable.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a multi-op tool with a generic schema and no annotations, the description covers all operational dimensions: valid parameter values, defaults, target node constraints, examples of correct vs. incorrect property paths, and the canonical request format. Since an output schema exists, return-value documentation is not required, and nothing critical appears missing for an agent to select and invoke the right op.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0%, and the generic schema only exposes 'op', 'params', and 'session_id' with no per-parameter documentation. The description fully compensates by providing concrete signatures, defaults, allowed values, and examples for every op: e.g., preset enums, resize_mode options, the tree spec structure, draw op kinds, and scaffold_screen kinds. This gives the agent far more semantic meaning than the bare schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with a clear scope statement ('UI / Control authoring') and then enumerates five concrete operations with explicit verbs and targets: set_anchor_preset, set_text, build_layout, draw_recipe, scaffold_screen. Each op is described with enough specificity to distinguish it from the other ops in the same tool, and the tool's focus on UI/Control work separates it from the many sibling tools like node_manage or theme_manage.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Each operation includes guidance on when to use it: set_anchor_preset for layout presets, build_layout for atomic subtree construction, draw_recipe for vector drawing, scaffold_screen for complete screen hierarchies. It also gives concrete exclusions, such as 'Target must be a Control' and 'CanvasLayer ... is not a Control', which prevents misuse. It does not explicitly compare against sibling tools like theme_manage, but the op-level usage context is clear and actionable.

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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