Skip to main content
Glama
robertobendi

WazziCode Godot

by robertobendi

project_run

Run the Godot project from the editor: play the main scene, currently open scene, or a custom scene. Confirms live session status and reports recent errors.

Instructions

Run (play) the Godot project from the editor.

Modes:

  • "main": Run the project's main scene (default).

  • "current": Run the currently open scene.

  • "custom": Run a specific scene (requires scene).

Idempotent: if the project is already running, returns success with data.was_already_running=true (no scene switch). To switch scenes, call project_manage(op="stop") first, then project_run again.

After starting playback, waits briefly for the WazziCode Godot game helper to check in. The response includes game_status, helper_live (status == "live"), session_active (status not in {"not_live", "stopped"}), and any recent_errors observed during the run window. The top-level booleans mirror the same fields inside game_status. game_status.status="not_live" means playback launched but the game did not become live before the helper-ready window elapsed; "no_helper" means the project has no _mcp_game_helper autoload, as with some headless/custom-main-loop setups (helper_live=false, session_active=true); "stopped" means playback stopped or never became active before liveness could be confirmed (helper_live=false, session_active=false); "break" means the game process is parked in a remote-debugger break — during boot this is a GDScript parse/load error that froze the game before the helper could register, and the response names the failing script when captured (game_status.break = {reason, can_debug, pre_live}). A game at a break cannot continue on its own: call project_manage(op="stop"), fix the error, and relaunch. Poll editor_state to see late transitions.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
modeNo"main" | "current" | "custom". Default "main".main
sceneNoScene path (e.g. "res://levels/level1.tscn"). Required for "custom".
autosaveNoWhen True (default), Godot persists in-memory MCP scene mutations to disk before running. Pass False for smoke tests where MCP edits should stay in memory.
session_idNoOptional Godot session to target. Empty = active session.

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 carries the full burden, and it excels: it discloses idempotency, the wait-for-helper behavior, and provides a detailed breakdown of game_status values including 'not_live', 'no_helper', 'stopped', and 'break' with actionable advice for each. This goes well beyond a basic run command.

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 lead sentence, a concise modes list, an idempotency note, and a detailed but necessary explanation of statuses. Every sentence adds value, and the length is justified by the tool's complex runtime states. There is no filler or redundancy.

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, the description is remarkably complete. It explains the three modes, idempotent behavior, the check-in wait, all status values, and how to handle failures. The output schema exists, and the description fully covers the return fields, making it self-sufficient for an agent.

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?

The input schema describes all four parameters with 100% coverage, so the description doesn't need to add much. It does note that 'custom' requires the scene parameter, which aligns with the schema. However, the description adds little beyond the schema, so a baseline score of 3 is appropriate.

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 description opens with a specific verb and resource: 'Run (play) the Godot project from the editor.' It clearly distinguishes from siblings like project_manage by focusing on playback, and it elaborates with three distinct modes, making the tool's purpose unambiguous.

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

Usage Guidelines4/5

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

The description provides clear usage context, including idempotent behavior and an explicit alternative: 'To switch scenes, call project_manage(op="stop") first, then project_run again.' It also recommends polling editor_state for late transitions. While it doesn't explicitly state when not to use the tool, it offers practical guidance for common scenarios.

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

Install Server

Other Tools

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/robertobendi/wazzicode-godot'

If you have feedback or need assistance with the MCP directory API, please join our Discord server