debug_run
Runs the project from the open Godot editor and returns captured output, structured errors with call stacks, and exit status, so you can verify game behaviour without pressing F5.
Instructions
Run the project from the open Godot editor and collect what it prints. Returns: captured output, structured errors with call stacks, 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 editor has ONE run slot: a second debug_run stops the first game. 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 |
|---|---|---|---|
| args | No | Extra engine flags appended to the game's command line, e.g. ["--headless"] to run with no window, ["--fixed-fps", "60"], ["--debug-collisions"] | |
| 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) |