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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

TableJSON Schema
NameRequiredDescriptionDefault
session_idNoOptional Godot session to target. Empty = active session.

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. Addedv3.1.4
  2. Removedv3.0.7
  3. First observedv2.9.1

TDQS

A4.6/5.0
Behavior5/5

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

With no annotations provided, the description fully discloses the side effect (refreshes session readiness cache), the non-mutating nature of the call, and nuanced field semantics like game_status.status='break' requiring a follow-up project_manage(op='stop'). No annotation contradictions.

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 long but extremely dense; every paragraph adds necessary operational details (resource form, adapter call conventions, side effect, field semantics). It is front-loaded with purpose and structured logically, though slightly longer than the minimum needed.

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?

Even with an output schema present, the description provides essential context the schema cannot: the resource form preference, cache-refresh side effect, adapter calling quirks, and the special 'break' state handling. Nothing an agent needs to call this correctly is missing.

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 coverage is 100% and the only parameter, session_id, is already well-documented in the schema ('Optional Godot session to target. Empty = active session.'). The description does not add further parameter guidance, but the schema fully covers it, so baseline 3 is appropriate.

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 opening line states the verb ('Get'), the resource ('current Godot editor state'), and the key fields (version, readiness, open scene, play state). It clearly distinguishes from siblings like project_manage and scene_open by referencing the dedicated current-scene resource for that need.

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?

The description explicitly says to prefer the resource form for active-session reads, names readResource('godot-ai', 'godot://scene/current') as the alternative for scene-only data, and gives a concrete recovery use case after EDITOR_NOT_READY. It also includes a 'never' instruction for server-prefixed tool names, so the agent knows exactly when and how to call this.

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