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game_manage

Inspect the scene tree, node properties, and UI elements of a live Godot game. Send keyboard, mouse, gamepad, and action inputs to the running game for testing.

Instructions

Runtime game inspection and input simulation.

These ops target the running game process through Godot's EngineDebugger bridge. Start the project first with project_run and poll editor_state until game_capture_ready=true.

Ops:

  • get_scene_tree(depth=10, root_path="") Inspect the running scene tree. root_path accepts an absolute runtime path or a scene-relative path rooted at the current scene.

  • get_node_info(path, include_properties=True) Inspect one running node's metadata and optional property snapshot.

  • get_ui_elements(root_path="", include_hidden=False, include_disabled=True, max_depth=10) Inspect visible runtime Control nodes for UI testing. Includes path, type, text where present, disabled state, and rect metadata.

  • input_key(key, pressed=True, echo=False) Send a key press/release to the running game.

  • input_mouse(event, position=None, button="left", pressed=True) Send a mouse motion or button event. event: "motion" | "button". position is a {x, y} object or [x, y] array; omit it to use the game's current cursor position. A present but malformed position is rejected rather than silently falling back to the cursor.

  • input_gamepad(device=0, control="button", index=0, pressed=True, value=0.0) Send a joypad button or axis event. control: "button" | "axis".

  • input_action(action, pressed=True, strength=1.0) Set a project action's pressed state directly in the running game.

  • input_state(actions=None) Read current action pressed states. Empty actions = all project actions.

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?

Without annotations, the description fully carries the burden of behavioral disclosure. It details each sub-operation, including parameter behaviors (e.g., malformed position rejection, empty actions meaning all project actions), and mentions the bridge, leaving no ambiguity about what the tool does.

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 well-structured with a clear overall statement followed by a bulleted list of operations. It is front-loaded with purpose and prerequisites, and each sentence is concise and informative, earning its place.

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 complexity of the tool (multiple sub-operations) and the presence of an output schema (not shown), the description is complete enough. It covers all sub-operations and their parameters, and does not need to explain return values due to the output schema.

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?

Although the top-level schema has 0% coverage in the description, the description provides extensive parameter semantics for each sub-operation within the 'params' object. This compensates fully for the generic schema, adding meaning beyond the schema definition.

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 clearly states 'Runtime game inspection and input simulation' as the tool's purpose, and lists specific sub-operations that distinguish it from sibling tools like node_manage or scene_manage, focusing on runtime interaction with the running game process.

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 provides explicit prerequisite instructions: 'Start the project first with project_run and poll editor_state until game_capture_ready=true.' It also outlines the context of using Godot's EngineDebugger bridge, guiding when to use this tool.

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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