node_get_properties
Retrieve editor-visible properties of any scene node in the live Godot editor. Filter by fields to reduce response size and identify unknown property names.
Instructions
Get properties of a node.
Resource form: godot://node/{path}/properties — prefer for
active-session reads (returns the full property set).
The default returns every editor-visible property, which can be
50-150 entries. Pass fields to return only the properties you
need — a large response-size cut on this hot read. The response
always carries total_count (all editor-visible properties)
alongside count (returned): an unfiltered call returns the full
set, so count == total_count; only the fields filter can
make count smaller. Requested names that match no
editor-visible property are listed in unknown_fields, so a
nonexistent name is distinguishable from a property that exists
with a null value.
Null-valued properties are included: an unset object/resource slot
(script on an unscripted node, an empty mesh or
material, …) returns "value": null with its declared type.
An attached script serializes to its res:// path; built-in
scripts (no resource path) fall back to their string
representation.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| path | Yes | Scene path relative to the edited scene root (e.g. "/Main/Camera3D"), NOT runtime "/root/..." paths. Derive from prior tool responses or scene_get_hierarchy. | |
| fields | No | When non-empty, return only these property names. | |
| session_id | No | Optional Godot session to target. Empty = active session. |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||