node_manage
Delete, duplicate, rename, reparent, reorder nodes, and manage groups in Godot scene trees. Includes hierarchy reads.
Instructions
Node tree manipulation (delete, duplicate, rename, reorder, reparent, groups, hierarchy reads).
Resource forms (prefer for active-session reads): godot://node/{path}/properties, godot://node/{path}/children, godot://node/{path}/groups
Ops: • get_children(path) Direct children of a node (name, type, path each). • get_groups(path) Group names the node belongs to. • delete(path, scene_file="") Remove the node. Cannot delete scene root. Undoable. • duplicate(path, name="", scene_file="") Deep-copy a node + children as a sibling. Cannot duplicate scene root. • rename(path, new_name, scene_file="") Rename a node. Sibling-name collision and "/" / ":" / "@" rules apply. • move(path, index, scene_file="") Reorder among siblings. Index 0 = first. • reparent(path, new_parent, scene_file="") Move under a new parent. Children preserved. Cannot move into descendants. • add_to_group(path, group, scene_file="") Add the node to a group. • remove_from_group(path, group, scene_file="") Remove the node from a group.
All write ops accept the optional scene_file guard — if non-empty, the
mutation fails with EDITED_SCENE_MISMATCH when the editor's current scene
doesn't match.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||