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All AI Tools (Tool Reference)

Gamedev AI has 34 built-in tools that the AI can call autonomously during a conversation. These tools are the "mechanical arm" that allows the AI to interact directly with the Godot Engine, and each is described below grouped by category.

🔧 Scripts (Code Creation and Editing)

create_script

Creates a new GDScript file (.gd) at the specified path with the provided content. The AI uses this tool to generate scripts from scratch.

  • Parameters: path (res://...), content (full GDScript code)

edit_script

Replaces the entire content of an existing script with a new version. The AI will read the file first to ensure it has the latest version.

  • Parameters: path, content
  • ⚠️ Deprecated in favor of patch_script for surgical edits.

patch_script

Surgical edit: searches for an exact block of code within the script and replaces only that snippet with the new content. Ideal for small fixes without rewriting the whole file.

  • Parameters: path, search_content (exact block to find), replace_content (new block)

replace_selection

Replaces the currently selected text in the Godot Script Editor. Works in conjunction with quick action buttons (Refactor, Fix, Explain).

  • Parameters: text (new code to replace selection)

view_file_outline

Returns a script's structure without the full code: class_name, extends, functions, signals, exports, enums, inner classes, and constants with line numbers.

  • Parameters: path

🌳 Nodes (Scene Tree Manipulation)

add_node

Adds a new node to the open scene in the editor. Can create any Godot Node type (Node2D, CharacterBody3D, Label, Button, etc.).

  • Parameters: parent_path (use . for root), type (node class), name, script_path (optional)

remove_node

Removes a node from the current Scene Tree. Requires user confirmation as being a destructive action.

  • Parameters: node_path

set_property

Sets a property on a scene node (position, size, text, color, etc.). Accepts numbers, vectors, colors, and strings.

  • Parameters: node_path, property, value

set_theme_override

Sets a theme override on a Control node (font size, font color, style).

  • Parameters: node_path, override_type (color/constant/font/font_size/stylebox), name, value

connect_signal

Connects an emitting node's signal to a receiving node's method in the current scene.

  • Parameters: source_path, signal_name, target_path, method_name, binds (optional), flags (optional)

disconnect_signal

Disconnects a previously connected signal between two nodes.

  • Parameters: source_path, signal_name, target_path, method_name

attach_script

Attaches an existing GDScript to a node in the scene.

  • Parameters: node_path, script_path

analyze_node_children

Returns a detailed dump of a specific node's subtree in the edited scene. Useful for exploring deep hierarchies.

  • Parameters: node_path, max_depth (default: 5)

📂 Files and Project

read_file

Reads the full content of any project file.

  • Parameters: path

list_dir

Lists the contents of a project directory.

  • Parameters: path

find_file

Searches for a project file by name (partial match).

  • Parameters: pattern

remove_file

Deletes a file or directory from the project. Requires confirmation.

  • Parameters: path

move_files_batch

Moves or renames multiple files/directories in a single batch operation. Automatically updates all internal Godot references (.tscn, .tres).

  • Parameters: moves (dictionary mapping old paths to new ones)

create_scene

Creates a new scene file (.tscn) and opens it in the editor.

  • Parameters: path, root_type, root_name

instance_scene

Instances an existing .tscn scene as a child of another node in the current scene.

  • Parameters: parent_path, scene_path, name

create_resource

Creates a new Resource file (.tres). Useful for assets like Items, Stats, or custom configurations.

  • Parameters: path, type, properties (optional)

🔍 Search and Analysis

Searches for text inside project files. Returns matching lines with path and line number.

  • Parameters: query, include (extension filter, optional), max_results (default: 20)

search_in_files

Searches regex patterns in all project .gd files to find uses of variables, functions, or specific logic.

  • Parameters: pattern (regular expression)

get_class_info

Returns detailed information about a Godot class (Engine or Custom): base class, properties, methods, and signals.

  • Parameters: class_name

capture_editor_screenshot

Takes a screenshot of the entire Godot Editor window and automatically attaches it to the next prompt for visual analysis.


🧠 Memory and Knowledge

save_memory

Saves a persistent fact to the project memory that will be available in all future chat sessions.

  • Parameters: category (architecture/convention/preference/bug_fix/project_info), content

list_memories

Lists all persistent facts stored for this project.

delete_memory

Deletes a specific memory fact by its ID.

  • Parameters: id

read_skill

Reads a Skill documentation file from the AI's internal library to learn best practices before programming.

  • Parameters: skill_name

🗄️ Vector Database (RAG)

index_codebase

Indexes the entire project (.gd) into a local Vector Database for semantic search. Must be executed before using semantic_search.

Performs a semantic vector search on the indexed codebase to find highly relevant code snippets based on meaning, not exact text matching.

  • Parameters: query

run_tests

Executes a test script or command. Useful for checking changes with GUT, GdUnit4, or custom test scripts.

  • Parameters: test_script_path (optional)

🛡️ Auditing

audit_scene

Performs an architectural audit on the currently open scene, looking for orphan nodes, missing scripts, or performance warnings.

audit_script

Performs a static analysis audit on a specific GDScript file to catch bad practices, potential bugs, or syntax warnings.

  • Parameters: path

Released under the MIT License.