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robertobendi

WazziCode Godot

by robertobendi

game_manage

Inspect running Godot game's scene tree, nodes, and UI; simulate keyboard, mouse, gamepad, and action inputs with frame-accurate sequences.

Instructions

Runtime game inspection and input simulation.

These ops target the running game process through Godot's EngineDebugger bridge. Start the project first with project_run and poll editor_state until game_capture_ready=true.

Ops:

  • get_scene_tree(depth=10, root_path="") Inspect the running scene tree. root_path accepts an absolute runtime path or a scene-relative path rooted at the current scene.

  • get_node_info(path, include_properties=True) Inspect one running node's metadata and optional property snapshot.

  • get_ui_elements(root_path="", include_hidden=False, include_disabled=True, max_depth=10) Inspect visible runtime Control nodes for UI testing. Includes path, type, text where present, disabled state, and rect metadata.

  • input_key(key, pressed=True, echo=False) Send a key press/release to the running game.

  • input_mouse(event, position=None, button="left", pressed=True) Send a mouse motion or button event. event: "motion" | "button". position is a {x, y} object or [x, y] array; omit it to use the game's current cursor position. A present but malformed position is rejected rather than silently falling back to the cursor.

  • input_gamepad(device=0, control="button", index=0, pressed=True, value=0.0) Send a joypad button or axis event. control: "button" | "axis".

  • input_action(action, pressed=True, strength=1.0) Set a project action's pressed state directly in the running game.

  • input_sequence(steps, settle_frames=0) Apply a frame-timed action timeline in one call — the frame-accurate, multi-step form of input_action. Each step is {at_frame, action, pressed=True, strength=1.0}; the game applies each step's action on its scheduled frame, awaits settle_frames more, then replies once. Use this instead of separate input_action calls whenever timing matters (jump arcs, combos, walk-into-trigger): per-call network latency makes hitting a target frame impossible otherwise. Steps must be ordered by non-decreasing at_frame; frames (not ms) are the timing basis. Action-based input is focus-independent, so it works on a backgrounded game window. Cannot run inside batch_execute.

  • input_state(actions=None) Read current action pressed states. Empty actions = all project actions.

Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
opYes
paramsNo
session_idNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Behavior5/5

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

With no annotations, the description fully bears the transparency burden and does so well. It discloses specific behavioral details such as 'A present but malformed position is rejected rather than silently falling back to the cursor,' 'Action-based input is focus-independent, so it works on a backgrounded game window,' and the frame-timing semantics of input_sequence. It also clarifies that ops are executed through the EngineDebugger bridge, setting accurate expectations.

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?

The description is well-structured: a concise summary, a prerequisite line, then a bulleted list of ops with signatures and short explanations. It is long but every sentence provides necessary operational detail; there is no fluff. The canonical call shape at the end is a useful practical touch.

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

Completeness5/5

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

Given the tool's complexity (nine ops), the presence of an output schema, and no annotations, the description is remarkably complete. It covers prerequisites, op semantics, timing constraints, exclusions, and input formats. It even clarifies a subtle edge case and provides a canonical invocation example. This gives an agent everything needed to select and invoke the correct op.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The schema has 0% description coverage, so the description must (and does) provide comprehensive parameter semantics. Each op includes a signature with default values, accepted types, and special cases—for example, root_path 'accepts an absolute runtime path or a scene-relative path,' and input_mouse's position can be an object or array with explicit fallback behavior. This adds significant meaning beyond the bare schema.

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?

The opening line 'Runtime game inspection and input simulation' clearly states the tool's function with specific verbs and resource types. The description further distinguishes it from static editing siblings by emphasizing it 'targets the running game process through Godot's EngineDebugger bridge' and enumerates nine distinct runtime operations.

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?

The description provides explicit prerequisites: 'Start the project first with project_run and poll editor_state until game_capture_ready=true.' It also gives clear alternative guidance for input_sequence: 'Use this instead of separate input_action calls whenever timing matters...' and notes a restriction: 'Cannot run inside batch_execute.' This tells the agent exactly when and how to use the tool.

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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