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debug_run

Run the project in the Godot editor and capture stdout/stderr to test actual behavior. Set breakpoints to pause execution.

Instructions

Run the project and collect what it prints. Returns: captured stdout/stderr, whether the game exited, and any stop reason. THIS CLOSES THE LOOP: edit, sync, run, and read the actual behaviour, without the developer pressing F5 or pasting console output back. The game runs in the Godot editor that is already open. Set breakpoints with debug_set_breakpoints BEFORE calling this if you want execution to pause. Long-running games keep going - use debug_output to keep reading and debug_terminate to stop.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sceneNoWhich scene to run: 'main' (default), 'current', 'pinned', or a res:// path
collectNoSeconds to collect output before returning (default 10)
timeoutNoSeconds to wait for the game to start (default 60)
Behavior4/5

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

Discloses behavioral traits: runs in already open Godot editor, collects output, returns captured data, and implies blocking nature. Annotations are minimal (readOnlyHint=false, destructiveHint=false), so description adds valuable context without contradiction.

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?

Concise, well-structured, and front-loaded with purpose. Every sentence adds value without redundancy.

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

Completeness4/5

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

Given complexity and lack of output schema, description adequately covers run behavior, output collection, breakpoints, and termination. Return values are summarized, but no structured format is provided.

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?

Parameter descriptions are fully covered in the input schema (100% coverage). The description does not add new meaning beyond schema; it provides context for usage (e.g., setting breakpoints) but not parameter-level details.

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?

Clearly states 'Run the project and collect what it prints', specifying verb and resource. Distinguishes from siblings by mentioning debug_set_breakpoints, debug_output, and debug_terminate for complementary actions.

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

Usage Guidelines5/5

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

Explicitly describes when to use: 'edit, sync, run, and read the actual behaviour, without the developer pressing F5'. Provides guidance on setting breakpoints before calling and handling long-running games with alternative tools.

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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