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MCP: `inspect_live` ignores `node_path`

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A pull request for this has already been merged.

  • #1511 by @tyrannyme — merged

Assessment

Difficulty
2/5
Estimated time
1-3 hours
Newbie friendliness
75/100
Issue type
Bug
Clarity
Clearly specified
Activity status
Active
Tech stack
cpp
Domain
devtools, game-dev

Research direction

Find the MCP game_control implementation and compare the inspect_live schema’s node_path argument with the bridge’s handling of the path; the issue does not name a file. Start by searching for inspect_live and the game_control tool definition. Done when passing node_path for an existing node returns that node instead of the root window.

Written by the indexing model from the issue text.

Description

bug topic:mcp usability
Tested versions
  • Reproducible in: 26.3-rc.3 [ccb92435b], current master [c718adc]
System information

Linux x86_64 (Fedora 44, Wayland) - Redot v26.3.rc.3.official [ccb92435b]

Issue description

game_control inspect_live ignores node_path, which is the argument the tool schema advertises ("Node path for click/inspect"). The bridge reads path instead, so it always returns the root window:

{"tree": {"name": "root", "type": "Window", "visible": true}}

Passing an undocumented path argument works.

Steps to reproduce
  1. Run any project through the MCP with project_config run.
  2. Call game_control with {"action": "inspect_live", "node_path": "Main/Player"} (or any existing node).
  3. You get the root Window instead of the node.
Minimal reproduction project (MRP)

N/A, any project.

Dominant language
C++
Stars
6.1k
Forks
337
Avg merge
1d 13h
Merged PRs (30d)
39

Getting set up

First steps

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  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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