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Glama
Godot MCP - Full Control
by cxb2523

game_light_2d

Create and configure 2D point or directional lights and light occluders in Godot scenes. Set color, energy, range, and occluder polygon points to control local illumination and shadows.

Instructions

Create/configure 2D lights and light occluders

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": {
      "action": "<action>"
    },
    "name": "game_light_2d"
  }
}

Input Schema

NameRequiredDescriptionDefault
nameNoNode name
colorNoLight color {r,g,b,a}
rangeNoLight texture range
actionYesAction: create_point, create_directional, create_occluder
energyNoLight energy
pointsNoOccluder polygon points [{x,y},...] (for create_occluder)
nodePathNoNode path (for configure)
parentPathNoParent node path

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?

With no annotations, the description carries the full behavioral burden, yet it says nothing about persistence of created nodes, required permissions, whether it targets a live game or a saved scene, or what happens on invalid nodePath. It also mentions 'configure' while the schema's action description lists only create_point, create_directional, and create_occluder, leaving the mutation modes ambiguous.

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?

A single compact phrase with zero filler and the core purpose front-loaded. It is efficient, though the terseness contributes to the missing usage and behavioral detail rather than compensating for it.

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 an eight-parameter tool with nested objects, no annotations, and no output schema, a one-line description is inadequate. The agent lacks guidance on action selection, prerequisites, side effects, and return behavior, all of which the description would need to supply.

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 description coverage is 100%, so the schema already documents all eight parameters including the action enum values and the occluder points format. The description adds no further meaning, such as units for range/energy, color normalization, or path syntax, so the baseline of 3 applies.

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 pair (create/configure) and resource (2D lights and light occluders), and the '2D' qualifier implicitly separates it from the sibling game_light_3d. It does not explicitly name that sibling or spell out the create_point/directional/occluder variants, so it falls short of full sibling differentiation.

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?

There is no when-to-use guidance, no mention of prerequisites (e.g., whether the game must be running or the node must exist in the scene tree), and no pointer to alternatives such as game_light_3d. The agent must infer everything about selection and timing.

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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