Script Manage
script_manageRead, detach, or outline GDScript and C# files in a live Godot editor. Use it to inspect script source, remove a script from a node, or list symbols like functions, signals, and exports.
Instructions
Script (.gd / .cs) reading, detachment, and outline.
Resource form: godot://script/{path} — prefer for active-session reads.
Ops:
• read(path)
Read full source, line count, file size.
• detach(path)
Remove the currently attached script from a node. Undoable.
• find_symbols(path)
Outline a script. .gd: class_name, extends, functions, signals,
@export vars. .cs: class, base type, methods, [Signal] delegates,
[Export] members. Response language says which parser ran.
Language support: GDScript is the full contract. C# (.cs) is text-only —
files are written, read and outlined, but Godot AI does not build .NET or
report C# compiler errors; inspect the editor Build panel or dotnet build
terminal output. logs_read does not capture .NET compiler output.
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 | |||