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fix: reference real project_run op in eval not-ready error (#500)
The actionable hint pointed at a nonexistent 'play_scene' op; the MCP tool that runs the game is project_run. https://claude.ai/code/session_01Jq5X4ivngAf1N6r5UX2BVw
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plugin/addons/godot_ai/debugger/mcp_debugger_plugin.gd

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -432,7 +432,7 @@ func _wait_then_eval(
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await tree.process_frame
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if not is_game_capture_ready():
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_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
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"Game-side autoload never registered its debugger capture within %ds. Is the game actually running? Start it with play_scene / the editor's Play button, then retry." % int(EVAL_READY_WAIT_SEC))
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"Game-side autoload never registered its debugger capture within %ds. Is the game actually running? Start it with project_run / the editor's Play button, then retry." % int(EVAL_READY_WAIT_SEC))
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return
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_send_eval(tree, code, request_id, connection, timeout_sec)
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