runtime_run
Launch a Godot game in its own process via GodotLens for headless runtime inspection, letting multiple agents debug at once without using the editor run slot.
Instructions
Launch the game as its own process, connected straight back to GodotLens - no editor run slot, so several agents can each run one at once. Returns: session_id, and the output and structured errors from the first seconds. Runs HEADLESS by default (no window, no sound); pass windowed=true only when you need runtime_screenshot - the window is placed off-screen and takes no focus. Script errors are reported, never stop the game. Then use runtime_tree, runtime_inspect and runtime_output to see what the game is doing. The game runs through GodotLens's helper (loaded for this run only, nothing is written to the project), which adds runtime_eval and runtime_input.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| args | No | Extra engine flags, e.g. ['--fixed-fps', '60'] | |
| scene | No | res:// scene to run (default: the main scene) | |
| helper | No | Run through the helper for runtime_eval/runtime_input (default true) | |
| collect | No | Seconds of output to wait for (default 2) | |
| timeout | No | Seconds to wait for the game to connect (default 30) | |
| windowed | No | Render a real window (needed for screenshots) | |
| resolution | No | Window size for windowed runs, e.g. '1280x720' |