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Node Set Property

node_set_property

Set a property on a Godot node by scene path and exact property name, with automatic type coercion for vectors, colors, resources, and node paths.

Instructions

Set a property on a node.

Verify the property name first — call node_get_properties (or read godot://node/{path}/properties) to confirm the exact name and type before writing. Guessing common Godot names often fails with PROPERTY_NOT_ON_CLASS because Godot's actual properties differ from intuition (e.g. Camera3D uses fov/current, not field_of_view; Sprite2D uses texture, not image; Node3D uses position/rotation/scale, not transform.origin).

Coerces value to the property's type:

  • Vector2/Vector3: dict with x/y/z keys.

  • Color: dict {r,g,b,a} or hex string ("#ff0000").

  • NodePath: string ("../Other/Node").

  • Node-typed export (@export var target: Node2D): node path string, either a scene path ("/Main/Player") or relative to the node ("../Player"); the node's class is checked against the export's type, and the response reports the scene path. null/"" clears.

  • Resource: res:// path string (loads + assigns); null/"" clears. {"__class__": "BoxMesh", ...} creates a built-in resource owned by this property. After scene_save it is serialized in-place as a [sub_resource] inside the .tscn; it is not a reusable .tres. For sharing, first call resource_manage(op="create", params={"type": "BoxMesh", "properties": {...}, "resource_path": "res://meshes/box.tres"}), then pass that res:// path here (or use resource_manage(op="assign")).

  • StringName: plain string. Array/Dictionary: JSON list/object.

Input Schema

NameRequiredDescriptionDefault
pathYesScene path relative to the edited scene root (e.g. "/Main/Camera3D"), NOT runtime "/root/..." paths.
valueYesNew value. Pass null (or "" for resources) to clear.
propertyYesProperty name (e.g. "fov", "position", "mesh"). Must match Godot's exact identifier — introspect with ``node_get_properties`` if unsure rather than guessing.
scene_fileNoOptional editor-scene guard.
session_idNoOptional Godot session to target. Empty = active session.

Output 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

A4.9/5.0
Behavior5/5

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

With no annotations provided, the description carries the full burden of behavioral disclosure. It thoroughly explains coercion rules for many types, property name pitfalls (e.g., Camera3D uses fov, not field_of_view), error behavior (PROPERTY_NOT_ON_CLASS), resource serialization (sub_resource in .tscn, not reusable .tres), and clearing semantics with null/"". This is a comprehensive behavioral picture.

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 well-structured and front-loaded: the core action and a critical verification step appear first, followed by organized coercion rules and resource notes. Every section earns its place, though the length could be slightly trimmed without losing value.

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 (5 parameters, 3 required), no annotations, and an existing output schema, the description is complete for correct invocation. It covers the essential prerequisites, value coercion, error conditions, and resource handling, and appropriately omits return details since an output schema exists.

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 schema coverage is 100%, the description adds critical semantics beyond the schema. It explains exactly how the 'value' parameter is coerced for Vector2/3, Color, NodePath, node-typed exports, Resource, StringName, Array, and Dictionary, including special handling for null and resource creation. This goes far beyond the schema's generic anyOf type.

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 explicitly states a specific verb and resource: 'Set a property on a node.' This clearly distinguishes it from sibling tools like node_get_properties (read) and node_create (create node), allowing an agent to identify the correct operation without opening the schema.

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 when-to-use guidance, including a prerequisite ('Verify the property name first — call node_get_properties') and a clear alternative for reusable resources (use resource_manage for sharing before passing a res:// path). It names the sibling tools and conditions under which they should be used instead.

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