resource_manage
Search, inspect, assign, and create resources in the Godot editor. Specialized operations for curves, environments, physics shapes, gradients, and noise textures.
Instructions
Resource (asset) search, inspection, assignment, and creation. Covers generic Resource subclasses plus specialized authoring (Curve, Environment, physics shapes, gradient/noise textures).
Ops: • search(type="", path="", offset=0, limit=100) Search for resources by type or path. Type matching includes subclasses. At least one filter required. Paginated. • load(path) Inspect a .tres / .res — returns type and editor-visible properties. • assign(path, property, resource_path) Load and assign a resource to a node property. Undoable. • get_info(type) Introspect a Resource class — properties, parent, abstract flag, concrete_subclasses (for abstract bases). Read-only. • create(type, properties=None, path="", property="", resource_path="", overwrite=False) Instantiate a Resource subclass. Either path+property (assign to a node, undoable) or resource_path (save to .tres). For specific families (Curve, Environment, etc.) prefer the dedicated ops. • curve_set_points(points, path="", property="", resource_path="") Replace all points on a Curve / Curve2D / Curve3D. Auto-creates the curve resource if the slot is empty (curve_created flag). • environment_create(path="", preset="default", properties=None, sky=None, resource_path="", overwrite=False) Build Environment + Sky chain. Presets: default | clear | sunset | night | fog. sky may be bool or a procedural sky dict such as {"sky_material": "procedural", "sky_top_color": "#0f172a"}. Either assign to a WorldEnvironment node or save .tres. • physics_shape_autofit(path, source_path="", shape_type="") Size a CollisionShape2D/3D to a nearby visual's bounds. Searches direct siblings then parent-siblings (handles nested Body→Collision layouts). Ambiguous matches return candidate paths in error.data.candidates. Auto-creates the concrete Shape subclass if needed. shape_type accepts either the short form ("box", "sphere", "capsule", "cylinder" for 3D; "rectangle", "circle", "capsule" for 2D) or the matching Godot class name ("BoxShape3D", "RectangleShape2D", etc.). • gradient_texture_create(stops, width=256, height=1, fill="linear", path="", property="", resource_path="", overwrite=False) Build GradientTexture2D from color stops. fill: linear | radial | square. • noise_texture_create(noise_type="simplex_smooth", width=512, height=512, frequency=0.01, seed=0, fractal_octaves=0, path="", property="", resource_path="", overwrite=False) Build NoiseTexture2D wrapping FastNoiseLite. Noise types: simplex | simplex_smooth | perlin | cellular | value | value_cubic.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||