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stop_project

Stop the currently running Godot project to manage project execution and control debugging sessions.

Instructions

Stop the currently running Godot project

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Implementation Reference

  • Handler function that checks for an active Godot process, kills it if present, clears the activeProcess reference, and returns the final output and errors.
    * Handle the stop_project tool */ private async handleStopProject() { if (!this.activeProcess) { return this.createErrorResponse( 'No active Godot process to stop.', [ 'Use run_project to start a Godot project first', 'The process may have already terminated', ] ); } this.logDebug('Stopping active Godot process'); this.activeProcess.process.kill(); const output = this.activeProcess.output; const errors = this.activeProcess.errors; this.activeProcess = null; return { content: [ { type: 'text', text: JSON.stringify( { message: 'Godot project stopped', finalOutput: output, finalErrors: errors, }, null, 2 ), }, ], }; }
  • src/index.ts:940-941 (registration)
    Switch case registration that routes 'stop_project' tool calls to the handleStopProject method.
    case 'stop_project': return await this.handleStopProject();
  • Tool schema definition in the list of available tools, specifying name, description, and empty input schema (no parameters required).
    name: 'stop_project', description: 'Stop the currently running Godot project', inputSchema: { type: 'object', properties: {}, required: [], }, },
  • src/index.ts:667-928 (registration)
    Registration of all tools including 'stop_project' in the ListToolsRequestSchema handler.
    this.server.setRequestHandler(ListToolsRequestSchema, async () => ({ tools: [ { name: 'launch_editor', description: 'Launch Godot editor for a specific project', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, }, required: ['projectPath'], }, }, { name: 'run_project', description: 'Run the Godot project and capture output', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scene: { type: 'string', description: 'Optional: Specific scene to run', }, }, required: ['projectPath'], }, }, { name: 'get_debug_output', description: 'Get the current debug output and errors', inputSchema: { type: 'object', properties: {}, required: [], }, }, { name: 'stop_project', description: 'Stop the currently running Godot project', inputSchema: { type: 'object', properties: {}, required: [], }, }, { name: 'get_godot_version', description: 'Get the installed Godot version', inputSchema: { type: 'object', properties: {}, required: [], }, }, { name: 'list_projects', description: 'List Godot projects in a directory', inputSchema: { type: 'object', properties: { directory: { type: 'string', description: 'Directory to search for Godot projects', }, recursive: { type: 'boolean', description: 'Whether to search recursively (default: false)', }, }, required: ['directory'], }, }, { name: 'get_project_info', description: 'Retrieve metadata about a Godot project', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, }, required: ['projectPath'], }, }, { name: 'create_scene', description: 'Create a new Godot scene file', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path where the scene file will be saved (relative to project)', }, rootNodeType: { type: 'string', description: 'Type of the root node (e.g., Node2D, Node3D)', default: 'Node2D', }, }, required: ['projectPath', 'scenePath'], }, }, { name: 'add_node', description: 'Add a node to an existing scene', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path to the scene file (relative to project)', }, parentNodePath: { type: 'string', description: 'Path to the parent node (e.g., "root" or "root/Player")', default: 'root', }, nodeType: { type: 'string', description: 'Type of node to add (e.g., Sprite2D, CollisionShape2D)', }, nodeName: { type: 'string', description: 'Name for the new node', }, properties: { type: 'object', description: 'Optional properties to set on the node', }, }, required: ['projectPath', 'scenePath', 'nodeType', 'nodeName'], }, }, { name: 'load_sprite', description: 'Load a sprite into a Sprite2D node', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path to the scene file (relative to project)', }, nodePath: { type: 'string', description: 'Path to the Sprite2D node (e.g., "root/Player/Sprite2D")', }, texturePath: { type: 'string', description: 'Path to the texture file (relative to project)', }, }, required: ['projectPath', 'scenePath', 'nodePath', 'texturePath'], }, }, { name: 'export_mesh_library', description: 'Export a scene as a MeshLibrary resource', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path to the scene file (.tscn) to export', }, outputPath: { type: 'string', description: 'Path where the mesh library (.res) will be saved', }, meshItemNames: { type: 'array', items: { type: 'string', }, description: 'Optional: Names of specific mesh items to include (defaults to all)', }, }, required: ['projectPath', 'scenePath', 'outputPath'], }, }, { name: 'save_scene', description: 'Save changes to a scene file', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path to the scene file (relative to project)', }, newPath: { type: 'string', description: 'Optional: New path to save the scene to (for creating variants)', }, }, required: ['projectPath', 'scenePath'], }, }, { name: 'get_uid', description: 'Get the UID for a specific file in a Godot project (for Godot 4.4+)', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, filePath: { type: 'string', description: 'Path to the file (relative to project) for which to get the UID', }, }, required: ['projectPath', 'filePath'], }, }, { name: 'update_project_uids', description: 'Update UID references in a Godot project by resaving resources (for Godot 4.4+)', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, }, required: ['projectPath'], }, }, ], }));

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