query_runtime_state
Read live entity state from the running Launch instance to verify play-mode behavior directly—positions, rotations, rigidbody velocities, and UI text—without guessing from screenshots.
Instructions
Read the LIVE runtime state of entities in the RUNNING Launch instance — the non-visual ground-truth read-back for verifying play-mode behaviour without guessing screenshot timing. Requires launch_start first. For each matched entity returns world position, local position, euler rotation, scale, enabled, component names, plus rigidbody (type/mass/linearVelocity/angularVelocity) and element (type/text, e.g. a HUD score label) when present. Filter with ids (editor resource_ids — the runtime uses the same GUIDs) or name (case-insensitive substring); omit both to page through every entity. Paginated via limit (default 50) + offset (meta has total/count/hasMore/nextCursor). Use this to answer questions the camera cannot: "did the ball actually move / fall through the floor?", "is the rigidbody simulating (velocity != 0)?", "what does the score HUD say?". An empty result is success, not an error. When NOT to use: for edit-time scene data (use list_entities); before launch_start; to change state (use modify_entities / inject_input).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ids | No | Entity resource_ids to inspect (same GUIDs as edit-time). Omit to filter by name or list all. | |
| name | No | Filter by entity name (case-insensitive substring) | |
| limit | No | Max entities to return (default 50) | |
| offset | No | Entities to skip (use nextCursor from a previous page) |