signal_manage
Manage Godot node signals: list, connect, and disconnect signal connections, including built-in and custom signals, with undo support.
Instructions
Signals (Godot's event/observer mechanism) — list, connect, disconnect.
Ops:
• list(path, include_editor=False)
List all signals on the node and their current connections (built-in
and custom). By default editor-internal connections (the
SceneTreeEditor dock and friends) are filtered out — pass
include_editor=True to surface them. The response carries
editor_connection_count so an agent can tell how many were hidden.
• connect(path, signal, target, method)
Connect a signal from path to a method on the target node.
Undoable.
• disconnect(path, signal, target, method)
Remove an existing connection. Undoable.
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 | |||