project_manage
Manage Godot project settings and control project execution, including stopping the running game and reading or updating project settings.
Instructions
Project run/stop and project.godot settings.
Resource form: godot://project/info and godot://project/settings
— prefer for active-session reads.
Ops:
• stop()
Stop the running project (game). Takes no params — call as
project_manage(op="stop") or with params={}. Idempotent:
succeeds with was_running=false if the project isn't running.
Do NOT pass extra fields like force or reason inside
params — only the registered keys are accepted (here, none).
For multi-editor setups, pass session_id as a sibling of
op/params, not inside params.
• settings_get(key)
Read a ProjectSettings key (e.g. "application/config/name").
• settings_set(key, value)
Write a ProjectSettings key and persist to project.godot.
Refuses the startup-execution keys (autoload/*,
editor_plugins/*, application/run/main_scene,
editor/run/main_run_args, editor/script/templates_search_path);
use set_main_scene / autoload_manage(op="add") for the two
that have a validated route.
• set_main_scene(path)
Set the project's main scene — the scene project_run(mode="main")
boots and the engine loads at startup. Writes
application/run/main_scene and persists to project.godot. path
must be a res:// scene inside the project that already exists and
loads as a PackedScene, so a scaffolded project can be made runnable
without opening the generic startup-execution surface.
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||