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editor_manage

Manage Godot editor operations: query state, modify node selection, read performance monitors, clear logs, execute game scripts, or quit the editor.

Instructions

Editor selection, performance monitors, quit, log clearing, game eval.

Resource forms (prefer for active-session reads): godot://editor/state, godot://selection/current, godot://performance

Ops: • state() Editor version, project name, current scene, readiness, play state. • selection_get() Currently selected node paths in the editor. • selection_set(paths) Replace the selection with the given list of scene paths. • monitors_get(monitors=None) Performance singleton values (FPS, memory, draw calls, etc.). Pass a list of monitor names to filter; None returns everything. • quit() Gracefully quit the Godot editor on next frame. • logs_clear(clear_debugger_errors=False) Clear the MCP log buffer. Returns cleared_count. Pass clear_debugger_errors=True to also clear the Debugger dock's visible Errors-tab rows (user-facing UI, so opt-in only); the response then includes debugger_errors_cleared. • game_eval(code) Execute GDScript in the running game with return values. Uses 'await' so user code can await internally. Errors return fast and actionable: EVAL_COMPILE_ERROR for a syntax/parse error, EVAL_RUNTIME_ERROR (with the real message + line) for a runtime error; EVAL_GAME_NOT_READY if the game isn't ready yet — still launching (retry once it's up) or the _mcp_game_helper autoload is missing/disabled; a genuine infinite loop / never-firing await still times out. 'await' only progresses while the game window is focused.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
opYes
paramsNo
session_idNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Behavior5/5

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

With no annotations, the description fully discloses behaviors: graceful quit on next frame, logs_clear returns cleared_count and optionally clears debugger errors, game_eval error types (EVAL_COMPILE_ERROR, etc.), and the requirement for game window focus for 'await'. No hidden side effects omitted.

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 well-structured with a summary line, resource form hint, and bullet-pointed ops. It is slightly lengthy but each sentence adds value. Front-loaded with high-level purpose.

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?

Given the tool's complexity (multiple operations, 3 parameters, output schema exists), the description covers each op's behavior, parameters, errors, and side effects. The existence of an output schema excuses lack of return value details.

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

Parameters4/5

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

Although schema description coverage is 0%, the description explains each operation's signature and parameter details (e.g., 'monitors_get(monitors=None)', 'logs_clear(clear_debugger_errors=False)'). The generic 'params' and 'session_id' parameters are not individually described, but the per-op docs compensate well.

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 starts with a clear summary listing all operations it supports (editor selection, performance monitors, quit, log clearing, game eval). Each operation is then detailed with its specific purpose, making it distinct from sibling tools like 'editor_state' or 'editor_screenshot'.

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?

The description mentions alternative resource forms for reads, implying when to prefer URIs over the tool, but does not explicitly state when to use this tool vs specific sibling tools. Usage is implied per operation, but lacking explicit 'when-not' or alternative recommendations.

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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