scene-node-set
Set multiple properties on a node in a Godot scene to adjust its position, scale, rotation, or other attributes. Scene is saved automatically unless disabled.
Instructions
[compact alias of set_node_properties] Sets multiple properties on a node in a scene. Prerequisite: scene and node must exist (use create_scene and add_node first). Use to modify position, scale, rotation, or any node-specific properties. Scene is saved automatically unless saveScene=false.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"projectPath": "<projectPath>",
"scenePath": "<scenePath>",
"nodePath": "<nodePath>",
"properties": "<properties>"
},
"name": "scene-node-set"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. | |
| scenePath | Yes | Path to .tscn file relative to project (e.g., "scenes/Player.tscn") | |
| nodePath | Yes | Path to node within scene (e.g., ".", "Player", "Player/Sprite2D") | |
| properties | Yes | JSON object of properties to set. Tagged Godot values are the most explicit form (e.g., {"position":{"type":"Vector2","x":100,"y":200},"scale":{"type":"Vector2","x":2,"y":2}}), but typed properties like Vector2 also accept inferred {"x","y"} objects and numeric arrays. | |
| saveScene | No | If true (default), saves scene after modification. Set false for batch operations. |