node_manage
Manages Godot scene node hierarchies by deleting, duplicating, renaming, reordering, reparenting, and grouping nodes, plus reading children and groups.
Instructions
Node tree manipulation (delete, duplicate, rename, reorder, reparent, groups, hierarchy reads).
Resource forms (prefer for active-session reads): godot://node/{path}/properties, godot://node/{path}/children, godot://node/{path}/groups
Ops: • get_children(path) Direct children of a node (name, type, path each). • get_groups(path) Group names the node belongs to. • delete(path, scene_file="") Remove the node. Cannot delete scene root. Undoable. • duplicate(path, name="", scene_file="") Deep-copy a node + children as a sibling. Cannot duplicate scene root. • rename(path, new_name, scene_file="") Rename a node. Sibling-name collision and "/" / ":" / "@" rules apply. • move(path, index, scene_file="") Reorder among siblings. Index 0 = first. • reparent(path, new_parent, scene_file="") Move under a new parent. Children preserved. Cannot move into descendants. • add_to_group(path, group, scene_file="") Add the node to a group. • remove_from_group(path, group, scene_file="") Remove the node from a group.
All write ops accept the optional scene_file guard — if non-empty, the
mutation fails with EDITED_SCENE_MISMATCH when the editor's current scene
doesn't match.
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
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||