editor_state
Retrieve the current Godot editor state including version, readiness, open scene, and play status, and refresh the session cache so subsequent write operations work after the game stops.
Instructions
Get current Godot editor state: version, readiness, open scene, play state.
Resource form: godot://editor/state — prefer for active-session reads.
Also reachable as editor_manage(op="state") (same handler) for clients
that prefer a single rolled-up tool.
Code-mode MCP adapters keep the server and tool names separate:
call('godot-ai', 'editor_state', {}). Never pass a server-prefixed
tool name such as godot-ai/get_editor_state; that is neither the
adapter's call signature nor a registered tool. For dedicated current-
scene data, use readResource('godot-ai', 'godot://scene/current').
Side effect: refreshes the server's session readiness cache from the
live editor reply. Useful as a recovery step after a write call is
rejected as EDITOR_NOT_READY (state=playing) when you already know
the game has stopped — calling editor_state once syncs the cache
and the next write proceeds. Issue #262.
Response includes game_status for authoritative game liveness,
plus helper_live (status == "live") and session_active
(status not in {"not_live", "stopped"}) mirrored from the same fields
inside game_status. is_playing remains raw editor play-state;
use game_status.status for liveness decisions.
game_status.status="break" means the game process is parked in a
remote-debugger break (boot-time parse errors do this before the game
helper registers); it will not resume on its own — call
project_manage(op="stop").
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| session_id | No | Optional Godot session to target. Empty = active session. |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||