Skip to main content
Glama

set_collision_shape

Assign a collision shape to an existing CollisionShape node in a Godot scene by specifying scene path, node path, and shape type. Optionally provide a .tres resource file for the shape.

Instructions

Set collision shape for CollisionShape node.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
node_pathYesParent node path (e.g. "Player" — the CollisionShape3D must already exist as child)
scene_pathYesPath to .tscn file
shape_typeYesCollision shape type
shape_resource_pathNoPath to .tres resource file for the shape (e.g. "res://shapes/player_capsule.tres"). Creates one if omitted.
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are present, so the description must disclose behavioral traits. It only states the operation without mentioning side effects, prerequisites (e.g., node must exist), whether a shape resource is created automatically, or any implications for the node's collision behavior.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single, concise sentence with no wasted words. It is front-loaded and efficient, though it borders on under-specification due to lack of detail.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With no annotations, no output schema, and a very terse description, the tool lacks essential context. It doesn't explain when to use it, prerequisites, behavior details, or how it integrates with related tools, making it incomplete for an agent to select and invoke correctly.

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?

Schema description coverage is 100%, with each parameter clearly explained. The description adds no additional param meaning beyond the schema, so the baseline of 3 is appropriate.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description 'Set collision shape for CollisionShape node' uses a specific verb and resource, clearly indicating it modifies the collision shape of a CollisionShape node. However, it doesn't explicitly distinguish this from siblings like set_shape_points or create_collision_polygon, so it's clear but not fully differentiated.

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

Usage Guidelines2/5

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

No guidance is provided on when to use this tool versus alternatives. With many sibling tools like set_shape_points or create_collision_polygon, the description gives no context or exclusions, leaving the agent to infer usage.

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/yanhuifair/Godot-MCP'

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