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Project Run

project_run

Launch a Godot project from the editor using main, current, or custom scene modes, and get live status, helper liveness, and recent errors.

Instructions

Run (play) the Godot project from the editor.

Modes:

  • "main": Run the project's main scene (default).

  • "current": Run the currently open scene.

  • "custom": Run a specific scene (requires scene).

Idempotent: if the project is already running, returns success with data.was_already_running=true (no scene switch). To switch scenes, call project_manage(op="stop") first, then project_run again.

After starting playback, waits briefly for the Godot AI game helper to check in. The response includes game_status, helper_live (status == "live"), session_active (status not in {"not_live", "stopped"}), and any recent_errors observed during the run window. The top-level booleans mirror the same fields inside game_status. game_status.status="not_live" means playback launched but the game did not become live before the helper-ready window elapsed; "no_helper" means the project has no _mcp_game_helper autoload, as with some headless/custom-main-loop setups (helper_live=false, session_active=true); "stopped" means playback stopped or never became active before liveness could be confirmed (helper_live=false, session_active=false); "break" means the game process is parked in a remote-debugger break — during boot this is a GDScript parse/load error that froze the game before the helper could register, and the response names the failing script when captured (game_status.break = {reason, can_debug, pre_live}). A game at a break cannot continue on its own: call project_manage(op="stop"), fix the error, and relaunch. Poll editor_state to see late transitions.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
modeNo"main" | "current" | "custom". Default "main".main
sceneNoScene path (e.g. "res://levels/level1.tscn"). Required for "custom".
autosaveNoWhen True (default), Godot persists in-memory MCP scene mutations to disk before running. Pass False for smoke tests where MCP edits should stay in memory.
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

A4.5/5.0
Behavior5/5

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

No annotations are provided, so the description carries the full behavioral burden. It thoroughly discloses idempotency, was_already_running behavior, all game_status values ('live', 'not_live', 'no_helper', 'stopped', 'break'), helper_live/session_active semantics, break recovery steps, and the recommendation to poll editor_state. This is exemplary transparency for a runtime-control tool.

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 long but dense and well-structured: purpose, modes, idempotency, status meanings, and recovery actions are all front-loaded in logical order. Every sentence contributes to correct invocation or interpretation of results, with no filler.

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 there are no annotations and the tool has complex runtime behavior, the description is remarkably complete. It covers all modes, edge-case statuses, failure handling, and follow-up actions, while the presence of an output schema covers raw return-value shape. Nothing essential for correct usage appears 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 description coverage is 100%, so the schema already documents all four parameters adequately. The description adds useful semantics around mode selection and the custom-requires-scene dependency, but autosave and session_id are not elaborated beyond the schema. This meets the baseline but adds limited parameter-level value.

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 opens with a specific verb+resource ('Run (play) the Godot project from the editor') and immediately clarifies the three modes: main, current, and custom. It also references project_manage for stopping/scene-switching, helping differentiate this tool from related siblings. The purpose is unambiguous and operationally specific.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The Modes list gives clear selection criteria, and the description explicitly says to call project_manage(op='stop') first when switching scenes. However, it does not explicitly state when to prefer project_run over test_run or other launch-related siblings. It offers solid context but not full when-not guidance.

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