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Set a sprite texture

load_sprite

Assign an image texture to a Sprite2D, Sprite3D, or TextureRect node in a Godot scene and save the updated scene.

Instructions

Set the texture of a Sprite2D, Sprite3D or TextureRect node in a scene and save it.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nodePathYesThe node, e.g. "root/Sprite2D".
scenePathYesThe scene, e.g. "res://player.tscn".
projectPathNoFolder containing project.godot. Optional: defaults to the project Claude Code is running in.
texturePathYesThe image, e.g. "res://art/player.png".

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.2.0

TDQS

A3.5/5.0
Behavior3/5

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

Annotations already declare readOnlyHint=false and destructiveHint=false, so safety is largely covered. The description adds real value by disclosing the persistence side effect ('save it'), which tells the agent the scene file is mutated, not just an in-memory node. It does not explain prerequisites (is the scene required to be open/loaded?) or failure behavior for invalid node types.

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?

A single sentence that front-loads the action and resource, then appends the save side effect. No filler, no redundancy.

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

Completeness3/5

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

For a mutation tool with annotation coverage, no output schema and full schema descriptions, the description covers the core action and its persistence effect. It is still thin on prerequisites (scene/node/texture existence, required project context) and on error behavior when the target node isn't a supported type, which matters for a write operation.

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?

Schema description coverage is 100% and each parameter carries a concrete example ('root/Sprite2D', 'res://player.tscn'), so the schema does the heavy lifting. The description lists node types but adds no format or constraint detail beyond what the schema already gives; baseline 3 applies.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb+resource ('Set the texture of a Sprite2D, Sprite3D or TextureRect node') and enumerates the supported node types, so an agent immediately knows what operation and which targets are valid. It doesn't explicitly contrast with siblings like add_node or save_scene, but the operation is distinct enough that confusion is unlikely.

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

Usage Guidelines3/5

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

Usage is only implied: the phrase 'in a scene and save it' hints this is for persisting a texture change to a scene file, but there is no explicit when-to-use, when-not-to-use, or alternative (e.g., add_node for node creation, save_scene for committing other changes). The agent must infer the context.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.