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
| Name | Required | Description | Default |
|---|---|---|---|
| scene | No | Which scene to run: 'main' (default), 'current', 'pinned', or a res:// path | |
| collect | No | Seconds to collect output before returning (default 10) | |
| timeout | No | Seconds to wait for the game to start (default 60) |