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editor_screenshot

Capture screenshots from the Godot editor viewport, 2D view, cinematic camera, or running game to visually inspect scenes, with configurable camera angles, FOV, and resolution.

Instructions

Capture a screenshot of the Godot editor viewport or running game.

Picking a source: the default "viewport" captures the editor's 3D viewport, which is empty if the edited scene has no Node3D anywhere in the tree (or no scene is open). Those cases return EDITOR_NOT_READY with error.data = {editor_state: "viewport_not_3d", scene_root_type} and an actionable error.message — switch to "cinematic" if the scene has a Camera3D, or open a scene with 3D content.

Sources:

  • "viewport" (default): editor 3D viewport. Requires Node3D content in the edited scene (root or any descendant); see above for the no-3D-content / no-scene error shape.

  • "viewport_2d": editor 2D viewport. Use for 2D scenes. Not compatible with view_target/coverage/elevation/azimuth/fov.

  • "cinematic": render edited scene through its active Camera3D (no editor gizmos). Prefers a Camera3D marked current; falls back to the first Camera3D found in a depth-first walk. NODE_NOT_FOUND only when the scene contains no Camera3D at all.

  • "game": running game's framebuffer (only when project is running). A backgrounded/minimized game window freezes its main loop; the capture then returns the last rendered frame with stale_frame: true and a note in the metadata — focus the game window and retry for a current frame. GAME_HELPER_TIMEOUT means the game process never replied at all (nothing rendered yet, main thread blocked, or helper dead) — focus the window and retry, or use game_command to confirm liveness.

include_image=True (default) returns an MCP ImageContent block. view_target (comma-separated Node3D paths) reframes editor camera; AABB metadata always returned. coverage=True with view_target captures perspective + orthographic top-down references.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
fovNoCamera FOV in degrees. Tight 20-30 = zoom; 60-75 = context.
sourceNo"viewport" | "viewport_2d" | "cinematic" | "game". Default "viewport".viewport
azimuthNoCamera azimuth in degrees (0=front, 90=right).
coverageNoWith view_target, capture two reference shots + AABB.
elevationNoCamera elevation in degrees (0=level, 90=overhead).
session_idNoOptional Godot session to target. Empty = active session.
user_promptNoOptional context from the agent that requested the capture. With Vision Routing enabled it is sent alongside the image so the vision model can describe what the agent is looking for.
view_targetNoNode3D scene path(s) to frame, comma-separated.
include_imageNoReturn image data. Default True.
max_resolutionNoLongest-edge resolution. Default 640. 0 = full res.
Behavior5/5

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

With no annotations, the description carries full burden and excels: it documents error shapes (EDITOR_NOT_READY, NODE_NOT_FOUND, GAME_HELPER_TIMEOUT), the stale_frame note for backgrounded games, camera selection fallback for cinematic, and return behaviors like include_image and AABB metadata.

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?

The description is structured with a lead sentence, a guidance paragraph, a bulleted source list, and a closing note on parameters. Each section earns its place; the length is justified by the tool's four modes and ten parameters.

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 no output schema, the description explains what callers receive (MCP ImageContent, AABB metadata, error data) and covers edge cases (no scene, no 3D content, no Camera3D, game not running, backgrounded game). It is fully actionable.

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

Parameters5/5

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

Even though schema coverage is 100%, the description adds significant meaning: it explains that view_target takes comma-separated Node3D paths and reframes the editor camera, that coverage=True captures perspective + orthographic top-down references alongside AABB, and clarifies the behavior of include_image and default source.

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 opens with a specific verb+resource: 'Capture a screenshot of the Godot editor viewport or running game.' It clearly delineates four sources and is distinct from any sibling tool, so purpose is unambiguous.

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

Usage Guidelines5/5

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

It provides explicit source-selection guidance: default 'viewport' requires Node3D content, 'viewport_2d' for 2D scenes, 'cinematic' requires a Camera3D, and 'game' requires a running project. It also gives exclusionary constraints, e.g., 'viewport_2d' is 'Not compatible with view_target/coverage/elevation/azimuth/fov.' and advises switching to 'cinematic' under specific conditions.

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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