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_scriptfor 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
grep_search
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.
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
