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get_project_overview

Read-only

Read a Godot project overview—main scene, autoloads, input actions, enabled addons, custom classes, and scene/resource dependencies—without executing Godot.

Instructions

Read a bounded project overview without executing Godot: main scene, autoloads, input actions, enabled addons, custom GDScript classes and text scene/resource dependencies. Binary resources and UID resolution are explicitly incomplete.

Input Schema

NameRequiredDescriptionDefault
limitNo
projectPathYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.6.1

TDQS

A3.5/5.0
Behavior4/5

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

Annotations already establish read-only, non-destructive, closed-world, so the safety profile is covered. The description adds genuinely new behavioral context: the result is "bounded" and computed without launching Godot, and it explicitly discloses incompleteness for binary resources and UID resolution — a real caveat an agent would otherwise not know.

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?

Two sentences, zero filler, and the leading clause establishes what the tool does before the caveat. The scope enumeration is compact and front-loaded.

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

Completeness3/5

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

With no output schema, the description does reasonably well by listing exactly what the overview contains. But it omits the meaning of the bound (does limit truncate lists silently?), the projectPath format, and what "explicitly incomplete" means practically for results — leaving gaps an agent would hit on first call.

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

Parameters2/5

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

Schema description coverage is 0%, so the description carries the full burden, and it does not. projectPath is never explained (format, absolute vs project-relative, is it a directory containing project.godot?), and "bounded" only vaguely gestures at limit without stating its purpose, default, or that it caps result count up to 500.

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?

States a specific verb and resource ("Read a bounded project overview") and enumerates the exact data returned: main scene, autoloads, input actions, addons, GDScript classes, dependencies. That makes it clearly a static inspection tool, but it never names or contrasts the closest siblings (get_project_info, validate_project, list_projects), so an agent must infer the boundary itself.

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

Usage Guidelines3/5

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

"without executing Godot" implies this is the non-invasive static alternative to launch/run tools, which is useful directional signal. However there is no explicit when-to-use or when-not-to-use guidance, no alternatives named, and no mention of what to call instead for UID or binary-resource questions.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.