Signal Manage
signal_manageManage Godot signals by listing connections, connecting signals to target methods, or disconnecting existing ones. Use list to inspect, connect to wire events, and disconnect to remove them.
Instructions
Signals (Godot's event/observer mechanism) — list, connect, disconnect.
Ops:
• list(path, include_editor=False)
List all signals on the node and their current connections (built-in
and custom). By default editor-internal connections (the
SceneTreeEditor dock and friends) are filtered out — pass
include_editor=True to surface them. The response carries
editor_connection_count so an agent can tell how many were hidden.
• connect(path, signal, target, method)
Connect a signal from path to a method on the target node.
Undoable.
• disconnect(path, signal, target, method)
Remove an existing connection. Undoable.
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 | |||