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Inspect running game

runtime_inspect

Inspect the live runtime state of a running Godot game. Get actual node tree, property values, FPS, and node counts to see what's true at runtime instead of the scene file.

Instructions

Read the live state of the running game: actual node tree with world positions and visibility, real property values, FPS and node counts. Shows what is true at runtime, which often differs from the scene file. Requires bridge_install.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nodeNoNode path for what='node', relative to the current scene..
whatNo'state' for a summary, 'tree' for the live hierarchy, 'node' for one node's properties.state
projectNoGodot project folder (the one with project.godot). Optional if the server was started with --project.
max_depthNo
propertiesNoLimit to these property names.
Behavior3/5

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

With no annotations, the description carries the burden. It states the read-only nature and the prerequisite bridge_install, but doesn't mention failure modes or potential performance impacts. This is adequate for a simple read operation.

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?

Three concise sentences, front-loaded with the main purpose. Every sentence adds value: what it does, why it matters, and a prerequisite.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

No output schema or annotations, so the description must provide more. It gives a high-level list of output types but lacks return format or error behavior. Adequate for a straightforward read tool but with noticeable gaps.

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 coverage is 80%, so the baseline is 3. The description adds context about output contents (world positions, FPS) that relates to the 'what' parameter, but doesn't explain max_depth or return structure beyond the schema.

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 clearly states a specific verb and resource: 'Read the live state of the running game' and lists concrete contents (node tree, property values, FPS). It distinguishes from sibling tools by emphasizing runtime truth versus the scene file.

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?

It provides clear context for when to use the tool—whenever runtime state is needed—and contrasts with the scene file. It lacks explicit alternatives or when-not-to-use instructions, but the implied usage is strong.

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

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