get_remote_tree
Dump the live scene tree of the running Godot game with options to scope by path, depth, and node limits. Collapse repeated sibling nodes to reduce token usage.
Instructions
Dump the live scene tree of the RUNNING game (runtime counterpart of get_scene_tree). SCOPE IT to stay under token limits â a full game tree blows the budget. path=subtree root (name, relative, or absolute /root/...); depth=levels (-1=all); max_nodes (default 250); max_children per node (default 50); collapse=true groups runs of identical leaf siblings (e.g. '8x CPUParticles2D'). Returns {tree, node_count, truncated?}.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| path | No | ||
| depth | No | ||
| collapse | No | ||
| max_nodes | No | ||
| max_children | No |