MCPVault

editor_delete_selected

MCP tool from Godot MCP by yanhuifair

Delete currently selected nodes.

How to use it

editor_delete_selected is exposed by the Godot MCP MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), and the editor_delete_selected tool becomes available to the model automatically. See the full listing for setup details and every tool this server provides.

Install Godot MCP

$npx @yanhuifair/godot-mcp --enable-plugin -p .
FULL GODOT MCP LISTING

Other tools in Godot MCP (39)

editor_add_node

Add a node to the currently open scene in editor.

editor_create_scene

Create and open a new scene in the editor.

editor_duplicate_node

Duplicate a node with children, scripts, and signals.

editor_focus

Bring the Godot editor window to the foreground.

editor_get_info

Get editor status info.

editor_get_open_scene

Get currently open scene path.

editor_get_performance

Get FPS, draw calls, memory usage while game is running.

editor_get_rect

Get editor window dimensions.

editor_get_running_scene_tree

Get the live scene tree while the game is running.

editor_get_scene_changes

Check unsaved changes plus the last action name and whether undo/redo are available.

editor_get_selection

Get selected nodes in editor.

editor_instantiate_scene

Instantiate a PackedScene into the current scene.

editor_open_dock

Open a dock: filesystem, inspector, scene, output.

editor_play

Play project from editor.

editor_read_current_scene

Read live editor scene tree.

editor_redo

Redo the last undone scene action and report which action was redone.

editor_reload_scene

Save and reload current scene.

editor_remove_node

Remove a node from the currently open scene.

editor_run_specific_scene

Run a specific scene (not just main).

editor_save

Save current scene in editor.

editor_save_all

Save all open scenes.

editor_set_main_scene

Set the project main scene.

editor_set_selection

Select node in editor.

editor_show_in_filesystem

Reveal a file in the FileSystem dock.

editor_stop

Stop playing in editor.

editor_undo

Undo the last scene action (including every MCP scene mutation) and report which action was undone.

get_status

System status / diagnostics: editor bridge, live-game runtime bridge, and tool count. Use to debug connection issues.

runtime_call_method

Call a method on a node in the running game.

runtime_emit_signal

Emit a signal on a node in the running game.

runtime_freeze

Pause (freeze) the running game.

runtime_get_node

Read live properties of a node in the running game.

runtime_get_tree

Read the running game scene tree (live, inside the played game).

runtime_input

Inject a key input event into the running game (keycode + press/release).

runtime_ping

Check if the live-game runtime bridge is reachable.

runtime_resume

Resume (unpause) the running game.

runtime_screenshot

Capture a screenshot of the running game viewport.

runtime_set_node

Set properties on a node in the running game (live mutation).

runtime_step

Advance the running game by N frames deterministically while paused (frame stepping).

search_tools

Search all tools by keyword/description to discover the right tool name. AND-combines space-separated words; name matches rank higher.