Tool catalog
Tools
268 tools, organized by what they do and kept up to date with every build.
Project
2 tools
Metadata and settings from project.godot.
get_project_infoGet Godot project metadata (name, Godot version, main scene, autoloads, feature tags).
readget_project_settingsGet all project.godot settings as structured JSON (sections and keys).
read
Files
9 tools
Read, search, and edit files, sandboxed to the project.
list_project_filesList files in the Godot project (excludes the .godot cache and .import sidecars by default).
readread_fileRead a UTF-8 text file inside the Godot project.
readwrite_fileCreate or edit a file in the project. Requires Safe Edit or Full Control mode; protected files (project.godot, .godot cache, the Godot MCP Studio addon) require Full Control.
writedelete_fileDelete a file in the project. Destructive: requires Full Control mode.
destructivecopy_fileCopy a file within the project (sidecars are regenerated by the editor). Requires Safe Edit or Full Control.
writecreate_directoryCreate a directory (and any missing parents) inside the project. Requires Safe Edit or Full Control.
writemove_fileMove or rename a file within the project, carrying its .import and .uid sidecars so Godot keeps import settings and UID references. Requires Safe Edit or Full Control.
writesearch_in_filesSearch the text contents of project files (grep-like). Skips the .godot cache and, by default, the addons folder.
readfind_filesFind project files by filename (case-insensitive substring match).
read
Scenes on disk
2 tools
Inspect scenes and their dependencies without opening the editor.
list_scenesList scene (.tscn) files with their root node name and type. Works with the editor closed.
readget_scene_dependenciesGet the resource dependencies (ext_resource paths) referenced by a scene file.
read
Scripts on disk
1 tools
List scripts with their class_name and extends.
list_scriptsList GDScript/C# scripts with their class_name and extends. Works with the editor closed.
read
Analysis
3 tools
Project statistics at a glance.
get_project_statisticsGet project statistics: file counts by kind and total script lines.
readfind_unused_resourcesFind assets, resources, scenes, and shaders that nothing in the project references (no res:// path or uid:// use anywhere), so dead files can be reviewed and removed. Works with the editor closed.
readdetect_circular_dependenciesDetect dependency cycles between scenes and resources (ext_resource references). Cycles make scenes hard to reason about and can break preloading. Works with the editor closed.
read
Editor
5 tools
See what the editor is doing.
get_scene_treeGet the tree of the scene currently open in the Godot editor (requires the editor to be open with the Godot MCP Studio addon enabled).
livereadget_editor_logGet recent editor bridge log lines (Phase 1 subset of editor output).
livereadget_editor_screenshotCapture a screenshot of the Godot editor's main viewport so you can see the current editor state.
livereadget_selectionGet the nodes the user currently has selected in the editor's scene tree. The way to see what the user is pointing at.
livereadselect_nodeSelect a node in the editor's scene tree and focus the inspector on it, so the user can see the node being discussed. Requires Safe Edit or Full Control.
livewrite
Scene editing
21 tools
Build and restructure the scene open in the editor.
replace_node_typeReplace a node with a new class (the editor's Change Type), keeping the name, children, groups, and compatible properties. Requires Safe Edit or Full Control.
livewriteset_unique_nameToggle a node's scene-unique name so scripts can reference it as %Name. Requires Safe Edit or Full Control.
livewriteset_node_propertiesSet several properties on a node in one call and one undo step. `properties` maps property names to values (arrays for vectors/colors). Requires Safe Edit or Full Control.
livewriteadd_timerAdd a Timer with wait_time, autostart, and one_shot in one call, optionally connecting its timeout signal to a method on another node. Requires Safe Edit or Full Control.
livewritebatch_set_propertySet the same property on many nodes in one call and one undo step, e.g. hide every enemy at once. Requires Safe Edit or Full Control.
livewritebatch_get_propertiesRead the same properties from many nodes in one call, a row per node, for auditing scene state without a request per node.
livereadset_property_across_scenesSet a property on every node of a class across every saved scene in the project (a cross-scene refactor). Open scenes are skipped and reported; changes save to disk and are not undoable. Requires Full Control.
liveexecuteget_node_propertiesGet the editor properties of a node in the open scene (path relative to the scene root).
livereadfind_nodesSearch the open scene for nodes by class (with inheritance) and/or name substring. The fast way to navigate a large scene.
livereadopen_sceneOpen a scene (.tscn) in the editor so live scene tools act on it.
livewritecreate_sceneCreate a new scene file with a root node and open it. Requires Safe Edit or Full Control.
livewriteadd_nodeAdd a node of the given class under a parent in the open scene. Requires Safe Edit or Full Control.
livewriteinstance_sceneInstance a scene (.tscn) as a child node in the open scene, the way reusable game objects are composed. Requires Safe Edit or Full Control.
livewriteduplicate_nodeDuplicate a node (and its children) within the open scene. Requires Safe Edit or Full Control.
livewritedelete_nodeDelete a node from the open scene. Destructive: requires Full Control mode.
livedestructiverename_nodeRename a node in the open scene. Requires Safe Edit or Full Control.
livewritereparent_nodeMove a node to a new parent in the open scene. Requires Safe Edit or Full Control.
livewriteset_node_propertySet a property on a node in the open scene. Vector/color values accept arrays like [x, y]. Requires Safe Edit or Full Control.
livewriteconnect_signalConnect a signal from one node to a method on another. Requires Safe Edit or Full Control.
livewritesave_sceneSave the scene currently open in the editor to disk. Requires Safe Edit or Full Control.
livewritesave_branch_as_sceneTurn a node's subtree into a reusable .tscn (Godot's Save Branch as Scene) and replace the branch with an instance of it, the way prefabs are built. Requires Safe Edit or Full Control.
livewrite
Script editing
6 tools
Read, write, and validate GDScript live.
read_scriptRead a script file's source via the editor.
livereadcreate_scriptCreate a new script file. Requires Safe Edit or Full Control.
livewriteedit_scriptReplace the source of an existing script file. Requires Safe Edit or Full Control.
livewritevalidate_scriptCompile-check GDScript source (or an existing script) without running it; reports whether it is valid.
livereadattach_scriptAttach a script resource to a node in the open scene. Requires Safe Edit or Full Control.
livewriteadd_state_machine_scriptScaffold a minimal finite-state-machine script (enter/exit/update stubs per state) and attach it to a node, the backbone for enemy and player behaviour. Requires Safe Edit or Full Control.
livewrite
Signals & groups
7 tools
Wire up gameplay: inspect signals, manage connections and groups.
list_signalsList the signals a node can emit (built-in and script-defined), with their argument names.
livereadlist_connectionsList the existing signal connections coming out of a node (signal, target node, method).
livereaddisconnect_signalDisconnect a signal connection between two nodes in the open scene. Requires Safe Edit or Full Control.
livewritelist_groupsList groups: a node's groups when `path` is given, otherwise every group used in the open scene.
livereadadd_to_groupAdd a node to a group (persisted into the scene). Requires Safe Edit or Full Control.
livewriteremove_from_groupRemove a node from a group in the open scene. Requires Safe Edit or Full Control.
livewritelist_nodes_in_groupList the node paths in a given group within the open scene.
liveread
Run & test
5 tools
Run the game and write self-verifying tests.
play_projectRun the project's main scene. Requires Safe Edit or Full Control.
livewriteplay_sceneRun a specific scene. Requires Safe Edit or Full Control.
livewritestop_playingStop the running game.
livereadis_playingReport whether a scene is currently running in the editor.
livereadrun_gdscript_testWrite and run a game test: provide `body` with check(cond, msg) assertions (or a full `source`). Runs in a headless Godot subprocess and reports pass/fail and output. Executes code; requires Full Control mode.
liveexecute
Running game
25 tools
Watch and poke the game while it plays.
game_get_scene_treeGet the live scene tree of the RUNNING game (start it with play_project/play_scene first).
livereadgame_get_errorsGet the errors, script errors, and warnings the RUNNING game has raised (push_error, crashes in scripts). The way to find out why the game is misbehaving.
livereadgame_get_outputGet the print() output the RUNNING game has produced, for reading debug logs live.
livereadgame_monitor_propertySample a node property in the RUNNING game over time (up to 8 seconds) and return the series. The way to verify motion, physics, and animation actually happen.
livereadgame_reload_sceneRestart the RUNNING game's current scene, for fast iteration without stopping and replaying. Requires Safe Edit or Full Control.
livewritegame_get_node_propertiesGet a node's live property values in the RUNNING game.
livereadgame_set_node_propertySet a property on a node in the RUNNING game (does not persist to the scene file). Requires Safe Edit or Full Control.
livewritegame_call_methodCall a method on a node in the RUNNING game and return its result. Executes game code; requires Full Control mode.
liveexecutegame_raycast_3dCast a native Godot 3D physics ray in the RUNNING game. Use world-space from/to points, or camera_path plus an optional screen position for FPS hitscan and line-of-sight verification. Returns collider, hit position, normal, shape and face indices.
livereadgame_simulate_inputSimulate player input in the RUNNING game: an input action, key press, mouse click, or mouse motion. Requires Safe Edit or Full Control.
livewritegame_simulate_sequenceRun a timed multi-step input sequence in the RUNNING game (combos, move-then-jump, menu flows): steps of action/key/mouse events with hold and delay timing, plus wait steps. Requires Safe Edit or Full Control.
livewritegame_wait_for_nodeWait until a node exists in the RUNNING game (spawns, scene changes, opening UI) or a timeout passes, then report which. Use before asserting on nodes that appear asynchronously.
livereadgame_find_uiList interactive UI in the RUNNING game (buttons, inputs, sliders) with text, screen rect, and disabled/focus state, optionally filtered by text. The map of what is clickable right now.
livereadgame_click_uiClick a button/control in the RUNNING game by its visible text (or exact path), via real simulated mouse press and release at its center. Requires Safe Edit or Full Control.
livewritegame_start_input_recordingStart recording the player's real input (keys, mouse) with timestamps in the RUNNING game, for building regression replays from an actual session. Requires Safe Edit or Full Control.
livewritegame_stop_input_recordingStop the input recording in the RUNNING game and return the captured events (also kept in the game for game_replay_input).
livereadgame_replay_inputReplay recorded input events with their original timing in the RUNNING game (background playback; observe with screenshots or monitors). Omit events to replay the last recording. Requires Safe Edit or Full Control.
livewritegame_assert_propertyAssert a node property in the RUNNING game against an expected value (eq, ne, gt, lt, ge, le, contains) and get a pass/fail with the actual value. The building block for automated play-test checks.
livereadgame_screenshotCapture a screenshot of the RUNNING game's viewport so you can see what the player sees.
livereadgame_get_performanceGet live performance metrics of the RUNNING game: FPS, frame times, memory, node count, draw calls.
livereadgame_set_time_scaleSet the RUNNING game's engine time scale (slow motion / fast forward). Requires Safe Edit or Full Control.
livewritegame_set_pausedPause or unpause the RUNNING game's scene tree. Requires Safe Edit or Full Control.
livewritegame_get_collision_reportReport physics contacts in the RUNNING game: floor/wall/ceiling and slide collisions for character bodies, overlaps for areas, colliding bodies for rigid bodies. Empty path walks the whole scene. The way to debug why something is (not) colliding.
livereadgame_capture_gifCapture a short sequence of viewport frames from the RUNNING game as PNGs (motion the agent can review), spaced over time. Returns the saved frame paths.
livereadgame_set_debug_drawSet the RUNNING game viewport's debug draw mode (disabled, unshaded, wireframe, overdraw, normal_buffer) to inspect rendering. Requires Safe Edit or Full Control.
livewrite
Assets
6 tools
Browse the project's assets by kind.
set_import_optionsSet import parameters for an asset and reimport it, e.g. {"edit/loop_mode": 1} to make a WAV loop. Requires Safe Edit or Full Control.
livewritelist_assetsList project asset files, optionally filtered by kind (texture, audio, scene, script, model, font, resource).
livereadget_resource_infoGet a resource's class, name, and stored properties.
livereadget_image_infoGet an image asset's pixel dimensions; check this before slicing a sprite sheet or sizing a tileset.
livereaddiff_imagesCompare two images pixel by pixel (before/after screenshots, texture revisions): changed-pixel ratio, changed-region bounding box, and an optional saved red-mask diff image.
livereadresolve_uidTranslate between uid:// identifiers and res:// paths, in either direction. Scenes and scripts reference resources by uid.
liveread
Resources
5 tools
Author .tres/.res resources of any class.
create_resourceCreate a Resource (.tres/.res) of any Resource subclass with initial properties. Requires Safe Edit or Full Control.
livewriteedit_resourceSet properties on an existing Resource file. Requires Safe Edit or Full Control.
livewriteread_resourceRead a Resource file's class and stored properties.
livereadadd_curveCreate a Curve resource (.tres) from [[x, y], ...] control points, for particle scale/alpha curves and easing. Requires Safe Edit or Full Control.
livewriteadd_gradientCreate a Gradient resource (.tres) from colors and optional offsets, for particle color ramps and shader ramps. Requires Safe Edit or Full Control.
livewrite
Animation
13 tools
Author AnimationPlayer animations and keyframes.
add_sprite_framesAdd an AnimatedSprite2D with SpriteFrames cut from a sprite-sheet grid: hframes x vframes, animations mapped to frame indices with fps and loop. Requires Safe Edit or Full Control.
livewriterename_animationRename an animation inside an AnimationPlayer's library. Requires Safe Edit or Full Control.
livewritelist_animationsList the animations on an AnimationPlayer node.
livereadcreate_animationCreate an animation on an AnimationPlayer node. Requires Safe Edit or Full Control.
livewriteadd_animation_trackAdd a value track to an animation targeting a node's property. Requires Safe Edit or Full Control.
livewriteset_animation_keyframeInsert a keyframe on an animation track. Values coerce to the property's type. Requires Safe Edit or Full Control.
livewriteget_animation_infoGet an animation's length, loop flag, and tracks.
livereadcreate_animation_treeAdd an AnimationTree with a state-machine root, wired to an AnimationPlayer and active. The base for blend/state animation. Requires Safe Edit or Full Control.
livewriteadd_animation_stateAdd a state (an animation) to an AnimationTree's state machine. Requires Safe Edit or Full Control.
livewriteadd_animation_transitionConnect two states in an AnimationTree's state machine, optionally auto-advancing. Requires Safe Edit or Full Control.
livewriteget_animation_tree_infoThe states and transitions of an AnimationTree's state machine.
livereadremove_animationRemove an animation from an AnimationPlayer's library. Requires Safe Edit or Full Control.
livewriteadd_tween_animationAuthor a simple property tween (move/fade/scale over time) as an AnimationPlayer animation with two keyframes, without writing GDScript; the player is created under the target when none is given. Requires Safe Edit or Full Control.
livewrite
Audio
8 tools
Manage the audio bus layout.
add_bus_effectAdd an audio effect (reverb, delay, chorus, distortion, compressor, limiter, phaser, eq, lowpass, highpass, amplify, pitch_shift) to a bus with property overrides. Requires Safe Edit or Full Control.
livewritecreate_audio_randomizerCreate an AudioStreamRandomizer from audio files with pitch and volume variation, saved as .tres and optionally assigned to a player, for non-repetitive sound effects. Requires Safe Edit or Full Control.
livewriteadd_audio_playerAdd an AudioStreamPlayer (plain, 2d, or 3d) with its stream, bus, and autoplay set in one call. Requires Safe Edit or Full Control.
livewriteget_audio_infoAudit every audio player in a subtree (default: whole scene): stream, bus (and whether it exists), volume, autoplay; plus the bus list.
livereadget_audio_busesList the audio buses and their volumes.
livereadadd_audio_busAdd an audio bus. Requires Safe Edit or Full Control.
livewriteset_audio_busSet an audio bus's volume/mute/send. Requires Safe Edit or Full Control.
livewritesave_bus_layoutPersist the current audio bus layout to res://default_bus_layout.tres. Requires Safe Edit or Full Control.
livewrite
Input
5 tools
Manage the project's input map.
get_input_actionsList the project's input actions.
livereadadd_input_actionAdd an input action. Requires Safe Edit or Full Control.
livewriteadd_key_to_actionBind a physical key to an input action. Requires Safe Edit or Full Control.
livewriteremove_input_actionRemove an input action. Destructive: requires Full Control mode.
livedestructiveadd_input_event_to_actionBind an input event to an action: key, mouse_button, joy_button, or joy_axis. Covers keyboard, mouse, and gamepad. Requires Safe Edit or Full Control.
livewrite
TileMaps
8 tools
Paint and read TileMapLayer cells.
tilemap_set_cellPaint a single cell on a TileMapLayer. Requires Safe Edit or Full Control.
livewritetilemap_fill_rectFill a rectangle of cells on a TileMapLayer. Requires Safe Edit or Full Control.
livewritetilemap_get_cellRead a TileMapLayer cell's source and atlas coords.
livereadtilemap_clearClear all cells on a TileMapLayer. Destructive: requires Full Control mode.
livedestructivetilemap_get_used_cellsList the used cells of a TileMapLayer.
livereadtilemap_set_cellsPaint many TileMapLayer cells in one call: `cells` is [[x, y], ...] sharing one source/atlas tile. The bulk way to lay out a level. Requires Safe Edit or Full Control.
livewritecreate_tilesetCreate a TileSet resource from an atlas texture (grid of tile_width x tile_height tiles), save it as .tres, and optionally assign it to a TileMapLayer. Requires Safe Edit or Full Control.
livewritetilemap_get_infoA TileMapLayer's tileset summary: tile size, atlas sources with their textures and grids, and used cell count. Check this before painting.
liveread
2D
12 tools
Place nodes, generate placeholder art, assign textures.
add_line2dAdd a Line2D from [[x, y], ...] points with width, color, and closed flag, for trails, lasers, and drawn shapes. Requires Safe Edit or Full Control.
livewriteadd_canvas_modulateAdd a CanvasModulate that tints every node on the canvas, for day/night and mood. Requires Safe Edit or Full Control.
livewriteadd_light_2dAdd a PointLight2D or DirectionalLight2D with color, energy, and (for point lights) a texture. Requires Safe Edit or Full Control.
livewriteadd_light_occluder_2dAdd a LightOccluder2D with an occluder polygon from [[x, y], ...] points, so 2D lights cast shadows. Requires Safe Edit or Full Control.
livewriteadd_parallaxAdd a Parallax2D layer with a scroll scale and repeat size, for scrolling layered backgrounds. Requires Safe Edit or Full Control.
livewriteadd_polygon_2dAdd a Polygon2D from [[x, y], ...] points with a fill color, for flat shapes without art. Requires Safe Edit or Full Control.
livewriteset_node_transform_2dSet position, rotation_degrees, and/or scale on a Node2D or Control in one call. Vectors are [x, y] arrays. Requires Safe Edit or Full Control.
livewritecreate_placeholder_textureGenerate a solid or checkerboard placeholder PNG inside the project, so scenes are visible and playable before real art exists. Requires Safe Edit or Full Control.
livewriteset_sprite_textureAssign a Texture2D to a node's texture property (Sprite2D, TextureRect, ...). Requires Safe Edit or Full Control.
livewriteadd_spriteAdd a Sprite2D with its texture and position in one call. Requires Safe Edit or Full Control.
livewriteadd_animated_spriteAdd an AnimatedSprite2D with SpriteFrames sliced from a sprite-sheet texture grid (h_frames x v_frames), ready to play. Requires Safe Edit or Full Control.
livewriteadd_camera_2dAdd a Camera2D, optionally enabled (the one the game uses) with position and zoom. Requires Safe Edit or Full Control.
livewrite
3D
24 tools
Meshes, lights, cameras, and materials.
add_decalAdd a Decal that projects a texture onto surfaces (bullet holes, blob shadows, signage) with a size and position. Requires Safe Edit or Full Control.
livewriteadd_reflection_probeAdd a ReflectionProbe for local reflections, with a size and box projection. Requires Safe Edit or Full Control.
livewriteadd_subviewportAdd a SubViewport with a render size, for minimaps, render targets, and 3D-in-2D. Requires Safe Edit or Full Control.
livewriteadd_bone_attachment_3dAdd a BoneAttachment3D under a Skeleton3D, bound to a named bone, for attaching weapons and props. Requires Safe Edit or Full Control.
livewriteadd_gridmapAdd a GridMap with an optional MeshLibrary and cell size, for 3D tile-based levels. Requires Safe Edit or Full Control.
livewritegridmap_set_cellSet a GridMap cell to a MeshLibrary item (item -1 clears the cell). Requires Safe Edit or Full Control.
livewritecreate_material_presetCreate a StandardMaterial3D from a named preset (metal, chrome, plastic, rubber, glass, emissive, toon, unshaded) with an optional tint, save it as .tres, and optionally assign it. Requires Safe Edit or Full Control.
livewriteadd_text_meshAdd 3D text: a MeshInstance3D with a TextMesh, with font size, extrusion depth, and color. Requires Safe Edit or Full Control.
livewritecreate_terrainGenerate a terrain: a noise-displaced mesh from size, resolution, height, seed, and frequency, with optional trimesh collision. Requires Safe Edit or Full Control.
livewriteset_csg_operationSet the boolean operation (union, subtraction, intersection) on a CSG shape, for carving and combining level geometry. Requires Safe Edit or Full Control.
livewritescatter_multimeshScatter instances of a mesh over an area with one MultiMeshInstance3D: seeded random positions, rotations, and scales, for trees, rocks, and props. Requires Safe Edit or Full Control.
livewriteadd_spring_armAdd a SpringArm3D camera boom that keeps its child camera out of walls, with length and an optional Camera3D child, for third-person cameras. Requires Safe Edit or Full Control.
livewriteadd_global_illuminationAdd global illumination: a VoxelGI probe (realtime) or LightmapGI (baked), for bounced light. Requires Safe Edit or Full Control.
livewriteadd_mesh_instanceAdd a 3D primitive mesh (box, sphere, cylinder, capsule, plane, prism, torus). Requires Safe Edit or Full Control.
livewriteadd_light_3dAdd a 3D light (directional, omni, spot). Requires Safe Edit or Full Control.
livewriteadd_camera_3dAdd a Camera3D. Requires Safe Edit or Full Control.
livewriteset_mesh_materialSet a StandardMaterial3D (albedo color, metallic, roughness) on a MeshInstance3D. Requires Safe Edit or Full Control.
livewriteadd_csg_shapeAdd a CSG shape (box, sphere, cylinder, torus) with a boolean operation (union to build, subtraction to carve) for 3D level blockout. Collision on by default. Requires Safe Edit or Full Control.
livewritecreate_materialCreate a real Godot StandardMaterial3D resource (color, metallic, roughness, emission, albedo/normal textures, transparency, cull mode), save it as .tres, and optionally assign it in the edited scene. Generates no gameplay script. Requires Safe Edit or Full Control.
livewriteset_material_propertyEdit a MeshInstance3D material as an undoable serialized editor resource, including res:// texture properties; shared materials are duplicated into a scene-local override first. Generates no gameplay script. Requires Safe Edit or Full Control.
livewriteset_environment_effectsTune an existing WorldEnvironment: glow/bloom, fog, tonemap (linear/reinhard/filmic/aces), and ambient energy, beyond the initial add_environment. Requires Safe Edit or Full Control.
livewritelook_at_nodeOrient a Node3D to look at a target node or along a direction vector, for cameras, turrets, and AI. Requires Safe Edit or Full Control.
livewriteset_node_transform_3dSet position, rotation_degrees, and/or scale on a Node3D in one call. Vectors are [x, y, z] arrays. Requires Safe Edit or Full Control.
livewriteadd_environmentAdd a WorldEnvironment with a procedural sky, sky ambient light, and optionally a shadowed sun. One call makes an empty 3D scene look lit. Requires Safe Edit or Full Control.
livewrite
UI layout
10 tools
Anchor presets, the sane way to lay out Controls.
add_ui_controlAdd a Control node (Label, Button, Panel, ...) with its text and anchors preset in one call. The quick way to build UI. Requires Safe Edit or Full Control.
livewriteset_anchors_presetApply a Control anchors preset (center, full_rect, top_wide, ...) like the editor's Layout menu, the sane way to lay out UI. Requires Safe Edit or Full Control.
livewriteadd_ui_containerAdd a layout container (vbox, hbox, grid, margin, center, panel, scroll, ...) with grid columns, child sizing flags, separation, and an anchors preset, so responsive layouts are one call instead of manual anchor math. Requires Safe Edit or Full Control.
livewriteset_control_styleStyle one Control through undoable, serialized theme overrides (font size, font color, outline, minimum size, modulate). Visible before Play and generates no gameplay script. Requires Safe Edit or Full Control.
livewriteset_texture_rectAssign an imported Godot Texture2D resource to a TextureRect/TextureButton through undoable editor history, with stretch and expand settings serialized in the scene. Generates no gameplay script. Requires Safe Edit or Full Control.
livewriteset_control_iconAssign an imported Texture2D as a Button or other Control icon through editor undo, with optional expansion and alignment. The resource reference is serialized in the scene and no gameplay script is generated. Requires Safe Edit or Full Control.
livewriteadd_progress_barAdd a ProgressBar (health/mana/stamina) with min, max, value, and optional fill and background colors, styled through theme overrides in one call. Requires Safe Edit or Full Control.
livewritewire_buttonConnect a button's pressed signal (or toggled/button_down) to a method on a target node in one call, the most common UI wiring. Requires Safe Edit or Full Control.
livewriteload_fontImport a .ttf/.otf/.woff font and assign it as a per-node override, a Theme's default font, or both, so text uses a real typeface. Requires Safe Edit or Full Control.
livewriteset_camera_limitsSet a Camera2D's scroll limits and optional position smoothing, so the camera stops at level edges and eases toward its target. Requires Safe Edit or Full Control.
livewrite
Composition
5 tools
Paths, markers, remote transforms, and visibility notifiers.
add_markerAdd a Marker2D/Marker3D (auto-detected from the parent) at an optional position, for spawn points and reference transforms. Requires Safe Edit or Full Control.
livewriteadd_remote_transformAdd a RemoteTransform2D/3D (auto-detected) that drives a target node's transform, for camera rigs and followers. Requires Safe Edit or Full Control.
livewriteadd_pathAdd a Path2D/Path3D (auto-detected) with a curve built from points, for patrol routes and rails. Requires Safe Edit or Full Control.
livewriteadd_path_followAdd a PathFollow2D/3D under a Path node, with progress and loop, so a node moves along the path. Requires Safe Edit or Full Control.
livewriteadd_visibility_notifierAdd a VisibleOnScreenNotifier2D/3D (auto-detected) for on-screen detection, spawn/despawn, and culling. Requires Safe Edit or Full Control.
livewrite
Multiplayer
2 tools
Spawners and synchronizers for networked games.
add_multiplayer_spawnerAdd a MultiplayerSpawner that replicates spawned scenes under a path, for networked games. Requires Safe Edit or Full Control.
livewriteadd_multiplayer_synchronizerAdd a MultiplayerSynchronizer that replicates a node's properties across the network. Requires Safe Edit or Full Control.
livewrite
3D models
14 tools
Skeletons, bones, blend shapes, and imported model animations.
get_skeleton_infoList every bone of a Skeleton3D (index, name, parent, rest position). Point at the skeleton or any ancestor of an imported model.
livereadset_bone_posePose one bone of a Skeleton3D by name or index: position, rotation_degrees, scale. Requires Safe Edit or Full Control.
livewritereset_bone_posesReset every bone of a Skeleton3D back to its rest pose. Requires Safe Edit or Full Control.
livewriteget_mesh_infoDescribe a MeshInstance3D: surfaces with materials and vertex counts, blend shapes with values, AABB, and skeleton path.
livereadset_blend_shapeSet a blend-shape weight on a MeshInstance3D by shape name, for facial expressions and morphs. Requires Safe Edit or Full Control.
livewritelist_model_animationsList animations inside a scene file, including imported .glb/.gltf/.fbx models: every AnimationPlayer with animation names, lengths, and loop modes.
livereadcreate_skeletonCreate a Skeleton3D from a bone list ({name, parent, position, rotation_degrees} each), for custom rigs. Requires Safe Edit or Full Control.
livewriteadd_boneAppend a bone to a Skeleton3D with a parent bone, rest position, and rotation. Requires Safe Edit or Full Control.
livewriteset_bone_restSet a bone's rest transform (position, rotation_degrees, scale) by name or index, and pose it there. Requires Safe Edit or Full Control.
livewritecreate_skeleton_2dCreate a Skeleton2D with a hierarchy of Bone2D nodes for cutout animation. Requires Safe Edit or Full Control.
livewritecreate_bone_mapCreate a BoneMap resource for animation retargeting, optionally using SkeletonProfileHumanoid. Requires Safe Edit or Full Control.
livewriteadd_look_at_modifierAdd a LookAtModifier3D under a Skeleton3D to drive a bone toward a target. Requires Safe Edit or Full Control.
livewriteadd_csg_polygonAdd a CSGPolygon3D extruded from a 2D outline for fast level geometry. Requires Safe Edit or Full Control.
livewriteadd_occluder_3dAdd an OccluderInstance3D with a BoxOccluder3D resource for occlusion culling. Requires Safe Edit or Full Control.
livewrite
Physics
11 tools
Collision shapes and layer masks.
set_physics_materialSet a body's PhysicsMaterial: friction, bounce, rough, absorbent, for ice, rubber, and game feel. Requires Safe Edit or Full Control.
livewriteadd_collision_polygonAdd a CollisionPolygon2D/3D (auto-detected) from [[x, y], ...] points; the 3D polygon extrudes by depth. Requires Safe Edit or Full Control.
livewriteadd_shape_castAdd a ShapeCast2D/3D (auto-detected) with a sphere or box shape and cast vector, for thick raycasts like melee sweeps and ground checks. Requires Safe Edit or Full Control.
livewriteadd_mesh_collisionGenerate collision for a MeshInstance3D (e.g. an imported model): a static trimesh for level geometry or a convex hull for dynamic bodies. Requires Safe Edit or Full Control.
livewriteadd_body_3dAdd a complete 3D physics body in one call: body (character, static, rigid, or area), a fitted collision shape (box, sphere, capsule), and a matching visible mesh. Requires Safe Edit or Full Control.
livewriteadd_collision_shapeAdd a CollisionShape2D/3D (auto-detected) with a shape under a physics body/area. Requires Safe Edit or Full Control.
livewriteset_collision_layersSet collision_layer/collision_mask bitmasks on a physics body/area. Requires Safe Edit or Full Control.
livewriteget_collision_infoGet a node's collision type, dimension, layer, and mask.
livereadadd_raycastAdd a RayCast2D/RayCast3D (auto-detected from the parent) with target vector, collision mask, and enabled flag in one call. Requires Safe Edit or Full Control.
livewriteset_collision_layers_by_nameSet collision_layer/collision_mask by their project-settings layer names instead of raw bitmasks, so intent survives renumbering. Requires Safe Edit or Full Control.
livewriteadd_body_2dAdd a complete 2D physics body in one call: body (character, static, rigid, or area), a fitted collision shape, and optionally a sprite. The building block for players, platforms, enemies, and pickups. Requires Safe Edit or Full Control.
livewrite
Theming
7 tools
Author UI Theme resources.
create_themeCreate a Theme resource (.tres). Requires Safe Edit or Full Control.
livewriteset_theme_colorSet a theme color (item name + control type). Requires Safe Edit or Full Control.
livewriteset_theme_constantSet a theme constant. Requires Safe Edit or Full Control.
livewriteset_theme_font_sizeSet a theme font size. Requires Safe Edit or Full Control.
livewriteget_theme_infoGet a theme's default font size and defined color/constant types.
livereadassign_themeAssign an external Godot Theme .tres resource to a Control through editor undo so the UI style is serialized and visible before Play. Generates no gameplay script. Requires Safe Edit or Full Control.
livewriteset_theme_styleboxSet a flat StyleBox (background color, corner radius, border, content margin) on a theme entry, e.g. a Button's normal state or a Panel's panel. Requires Safe Edit or Full Control.
livewrite
Shaders
7 tools
Write .gdshader files and assign them.
add_shader_presetWrite a ready-made 2D shader preset (outline, flash, dissolve, scroll, grayscale, wave) as a .gdshader and optionally assign it to a node. Requires Safe Edit or Full Control.
livewritecreate_shaderCreate a .gdshader file. Requires Safe Edit or Full Control.
livewriteread_shaderRead a shader's source.
livereadedit_shaderReplace a shader's source. Requires Safe Edit or Full Control.
livewriteassign_shaderAssign a shader to a node as a ShaderMaterial. Requires Safe Edit or Full Control.
livewriteset_shader_parameterSet a uniform on a node's ShaderMaterial (assign_shader first). Requires Safe Edit or Full Control.
livewriteget_shader_parametersList the uniforms a node's shader exposes, with current values.
liveread
Navigation
7 tools
Pathfinding regions and agents, 2D and 3D.
add_navigation_linkAdd a NavigationLink2D/3D (auto-detected) connecting two positions, for jumps, ladders, and teleports across the navmesh. Requires Safe Edit or Full Control.
livewriteadd_navigation_obstacleAdd a NavigationObstacle2D/3D (auto-detected) with a radius that agents route around. Requires Safe Edit or Full Control.
livewriteadd_navigation_regionAdd a NavigationRegion (2D/3D auto-detected) under a parent. Requires Safe Edit or Full Control.
livewriteadd_navigation_agentAdd a NavigationAgent (2D/3D auto-detected) under a parent. Requires Safe Edit or Full Control.
livewriteget_navigation_infoGet a navigation node's type and layers.
livereadbake_navigationBake a NavigationRegion2D/3D from the geometry under it, so agents can path immediately. Requires Safe Edit or Full Control.
livewriteset_navigation_layersSet navigation/avoidance layer bitmasks on a navigation region, agent, link, or obstacle. Each accepts a bitmask int or an array of layer numbers (1-32). Requires Safe Edit or Full Control.
livewrite
Particles
6 tools
GPU particles and emission tuning.
add_particle_collisionAdd a GPUParticlesCollisionBox3D/Sphere3D so 3D particles collide with it. Requires Safe Edit or Full Control.
livewriteadd_particlesAdd a GPUParticles node (2D/3D auto-detected) with a process material. Requires Safe Edit or Full Control.
livewriteset_particle_processSet particle process properties: amount, lifetime, gravity, velocity (single or min/max range), scale, color, direction, spread, emission shape (point/sphere/sphere_surface/box/ring with radius or extents), one_shot, explosiveness, preprocess. Requires Safe Edit or Full Control.
livewriteset_particle_color_rampGive particles a color-over-lifetime ramp from [r,g,b,a] stops, serialized into the process material. Requires Safe Edit or Full Control.
livewriteget_particle_infoInspect a GPUParticles node's full configuration: emission state, one_shot, explosiveness, and the process material's direction, spread, velocity range, gravity, color, scale range, emission shape, and color ramp.
livereadadd_gpu_particles_presetAdd a ready-made VFX particle node (muzzle_flash, explosion, sparks, smoke, fire, rain, snow) with a tuned ParticleProcessMaterial, instead of configuring one by hand. Requires Safe Edit or Full Control.
livewrite
Project settings
6 tools
Settings and autoload singletons, live.
set_window_settingsConfigure the game window in one call: resolution, fullscreen, stretch mode/aspect, and title. Requires Safe Edit or Full Control.
livewriteset_main_sceneSet the scene the game starts with (application/run/main_scene), validating the scene exists. The last step that makes a project runnable. Requires Safe Edit or Full Control.
livewriteget_project_settingRead a project setting value.
livereadset_project_settingSet a project setting value and save. Requires Safe Edit or Full Control.
livewriteadd_autoloadRegister an autoload singleton. Requires Safe Edit or Full Control.
livewriteremove_autoloadRemove an autoload singleton. Destructive: requires Full Control mode.
livedestructive
Debugging
4 tools
Find what's broken before you run it.
check_all_scriptsCompile-check every GDScript in the project and report which ones fail to parse. Great for finding what's broken.
livereadget_node_warningsList the editor configuration warnings (the yellow triangles) on nodes in the open scene.
livereadget_editor_errorsThe errors and warnings the editor process has raised since the addon started (script errors, import problems). Pass clear to reset the buffer.
livereadget_debugger_errorsRead captured Godot debugger errors and warnings with sequence filtering and script backtraces. Reports whether capture is supported (Godot 4.5+). Pass after_sequence to poll only new errors, or clear to reset the buffer.
liveread
Class reference
3 tools
Discover the Godot API so the AI builds without guessing.
list_toolsList every tool currently registered by this MCP server. Optionally search names/descriptions or include full input schemas. Use this instead of guessing which Godot tools are available.
readlist_classesList instantiable Godot classes, optionally filtered. Defaults to Node types. Discover what nodes exist before adding them.
livereaddescribe_classDescribe a Godot class: its properties, methods, and signals from ClassDB. The way to learn a node's API without guessing.
liveread
Editor scripting
1 tools
The escape hatch: automate anything the fixed tools don't cover.
run_editor_scriptRun an arbitrary GDScript snippet inside the editor. The snippet must define `func run():` and may return a value. Has full access to the editor API for automation the fixed tools don't cover. Executes code; requires Full Control mode.
liveexecute
Export & build
2 tools
Ship it: list export presets and produce a build.
list_export_presetsList the project's export presets (name, platform, runnable, output path).
livereadexport_projectExport/build the project with a preset to an output path. Needs the matching export templates installed. Executes a build; requires Full Control mode.
liveexecute
More tools
6 tools
Tools that don't fit another category yet.
create_main_menuCreate a complete main-menu scene with title, Play, and Quit buttons, wired to a script. Requires Safe Edit or Full Control.
livewritecreate_pause_menuCreate a pause-menu scene that toggles with ui_cancel and provides Resume and Quit buttons. Requires Safe Edit or Full Control.
livewritecreate_settings_menuCreate a settings-menu scene with master volume, fullscreen, and Back controls persisted through ConfigFile. Requires Safe Edit or Full Control.
livewritecreate_save_systemCreate and register a ConfigFile-based save-system autoload with typed save/load/delete helpers. Requires Safe Edit or Full Control.
livewriteplay_multiplayerLaunch 2-8 independent game instances for live multiplayer testing. Requires Full Control and confirmation.
liveexecuterecord_game_videoLaunch Godot Movie Maker mode to record a scene to a movie file for trailers or bug reports. Requires Full Control and confirmation.
liveexecute
More tools
10 tools
Tools that don't fit another category yet.
tilemap_paint_terrainPaint connected autotile terrain across TileMapLayer cells using the TileSet terrain rules. Requires Safe Edit or Full Control.
livewritepaint_gridmap_regionFill a box, shell, floor, or line of GridMap cells in one call. Requires Safe Edit or Full Control.
livewriteadd_day_night_cycleAuthor a script-free day/night cycle as a serialized looping AnimationPlayer track that rotates a DirectionalLight3D. Visible and editable in Godot before Play. Requires Safe Edit or Full Control.
livewriteadd_minimapAuthor a script-free minimap rig from serialized SubViewport, orthographic Camera3D, and RemoteTransform3D nodes. Visible and editable in Godot before Play. Requires Safe Edit or Full Control.
livewritecreate_export_presetCreate or replace an export preset in export_presets.cfg for a target platform. Requires Safe Edit or Full Control.
livewriteadd_translationCreate a Translation resource from key/value messages and register it with the project. Requires Safe Edit or Full Control.
livewriteset_localeSet the locale used for editor preview and the next game run. Requires Safe Edit or Full Control.
livewritealign_nodesAlign Node2D or Control nodes along the x or y axis using the first node as the reference. Requires Safe Edit or Full Control.
livewritedistribute_nodesDistribute Node2D or Control nodes evenly along x or y with explicit spacing. Requires Safe Edit or Full Control.
livewriteimport_external_assetCopy an external local asset into res://, trigger import, and optionally apply import settings. Requires Full Control and confirmation.
liveexecute
End to end
From an empty project to a running, playable game: build scenes and scripts, wire input and audio, author animations, shaders, tilemaps and 3D, then run it, watch it play, and have the AI write tests that verify its own logic. Every call is gated by the permission mode you choose.
What's next
New tools land continuously. See what's shipped, in progress, and planned.