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Godot MCP - Full Control
by cxb2523

game_call_method

Invoke a method on any node in a running Godot game with optional arguments to trigger runtime behavior or inspect game state.

Instructions

Call a method on any node in the running game with optional arguments

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "nodePath": "<nodePath>",
      "method": "<method>"
    },
    "name": "game_call_method"
  }
}

Input Schema

NameRequiredDescriptionDefault
argsNoOptional array of arguments to pass to the method
methodYesMethod name to call
nodePathYesPath to the node

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv3.1.0

TDQS

C2.9/5.0
Behavior2/5

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

No annotations are supplied, so the description carries the full behavioral burden. It mentions calling a method on a running game node but discloses nothing about side effects, safety, error behavior, return values, or whether arbitrary method invocation can mutate or destabilize game state.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single front-loaded sentence with no wasted words. It is appropriately sized for a simple invocation tool, though it could be slightly more structured by separating purpose from context.

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

Completeness2/5

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

For a powerful tool that can call arbitrary methods on any runtime node, the description is too sparse. With no annotations and no output schema, it should at least mention return behavior, failure modes, or safety considerations, none of which are present.

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

Parameters3/5

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

Schema coverage is 100%, so the input schema already documents nodePath, method, and args. The description adds only the phrase "optional arguments," which is already conveyed by the schema's args description, so it neither clarifies nor misleads beyond the structured data.

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

Purpose4/5

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

The description states a specific verb and resource: "Call a method on any node in the running game with optional arguments." This clearly tells an agent it can invoke arbitrary methods on runtime nodes, though it does not explicitly differentiate from siblings like game_eval or game_get_property.

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

Usage Guidelines2/5

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

The description provides no when-to-use guidance, no exclusions, and no alternatives. It does not say whether this should be preferred over game_eval or game_set_property, nor does it mention prerequisites such as the game needing to be running.

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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