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godot_set_physics_debug_mode

Toggle visual physics debugging in Godot to inspect collision shapes, navigation overlays, and paths. Set a custom debug color to highlight collision boundaries clearly.

Instructions

Enable/disable visual physics collision shape debugging.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
paramsYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior3/5

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

Annotations already signal readOnlyHint=false, so a mutation is expected; the description's 'Enable/disable' explicitly communicates a state-changing operation. However, it does not disclose whether the debug mode persists across sessions, affects only the editor or runtime preview, or what null vs. false means for each toggle. No contradiction with annotations.

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?

One short sentence with no filler, and the core verb+object is front-loaded. This is appropriately concise for a toggle operation, even though brevity sacrifices contextual details.

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

Completeness2/5

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

With four optional parameters and a family of related debug tools, the description is too minimal. It doesn't mention the navigation/path overlays or collision color configuration, nor the relationship to sibling tools like godot_draw_debug_shapes or godot_clear_debug_shapes. An output schema exists, but the tool description alone leaves an agent uncertain about the full scope and semantics of the parameters.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters2/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0% — the description mentions no parameters. The schema's property descriptions cover visible_paths, visible_navigation, collision_debug_color, and visible_collision_shapes, but the description itself adds no semantics and doesn't compensate for the coverage gap, nor does it clarify null/default behavior or how multiple toggles interact.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a clear action ('Enable/disable') and a specific subject ('visual physics collision shape debugging'), which conveys the tool's core function. However, it doesn't explicitly differentiate from related siblings like godot_draw_debug_shapes or godot_clear_debug_shapes, and the parameter set (visible_navigation, visible_paths) extends beyond 'collision shape' scope.

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

Usage Guidelines2/5

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

There is no guidance about when to use this tool versus alternatives such as godot_draw_debug_shapes, godot_clear_debug_shapes, or godot_configure_render_settings. No prerequisites, exclusions, or typical scenarios are mentioned. The description only states what it does, not when to choose it.

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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