godot-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| DEBUG | No | Set to 'true' to enable detailed server-side debug logging | |
| GODOT_PATH | No | Path to the Godot executable (overrides automatic detection) |
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| godot_get_versionA | Get the installed Godot version. Category: Godot |
| editor_launchB | Launch the Godot editor for a specific project. Category: Editor Args: project_path: Path to the Godot project directory |
| animation_createA | Create an Animation resource and add it to a scene. Category: Animation Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) animation_name: Name of the animation to create duration: Duration of the animation in seconds (default: 1.0) loop: Whether the animation should loop (default: False) Returns: Success message or error description |
| animation_add_trackA | Add a track to an existing animation. Category: Animation Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) animation_name: Name of the animation track_type: Type of track (value, method, bezier, audio, animation) track_path: Node path for the track (e.g., "Player:position") Returns: Success message or error description |
| animation_set_keyframeA | Set a keyframe in an animation track. Category: Animation Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) animation_name: Name of the animation track_index: Index of the track (0-based) time: Time position for the keyframe in seconds value: Value for the keyframe (JSON string for complex values) Returns: Success message or error description |
| animation_get_infoA | Get information about an animation. Category: Animation Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) animation_name: Name of the animation Returns: JSON string containing animation information or error description |
| animation_listA | List all animations in a scene. Category: Animation Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) Returns: JSON string containing list of animations or error description |
| collision_add_shapeA | Add a collision shape to a CollisionObject2D/3D node. Category: Collision Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the CollisionObject node (e.g., "Player", "Enemy/CollisionObject2D") shape_type: Type of collision shape (RectangleShape2D, CircleShape2D, BoxShape3D, SphereShape3D, CapsuleShape2D, etc.) shape_properties: JSON string of shape properties (e.g., '{"size": [10, 20]}' for rectangle) Returns: Success message or error description |
| collision_set_shape_propertiesB | Set properties of a collision shape. Category: Collision Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the CollisionShape node shape_index: Index of the shape (0 for first CollisionShape child) properties: JSON string of properties to set (e.g., '{"size": [20, 30], "position": [5, 0]}') Returns: Success message or error description |
| collision_set_layersB | Configure collision layers and masks for a CollisionObject node. Category: Collision Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the CollisionObject node collision_layer: Collision layer bitmask (which layers this object is on) collision_mask: Collision mask bitmask (which layers this object can collide with) Returns: Success message or error description |
| physics_set_body_propertiesA | Set physics properties for a RigidBody2D/3D node. Category: Physics Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the RigidBody node mass: Mass of the body in kg (default: 1.0) friction: Friction coefficient 0-1 (default: 1.0) bounce: Bounce/restitution coefficient 0-1 (default: 0.0) gravity_scale: Gravity scale multiplier (default: 1.0) linear_damp: Linear damping (default: 0.0) angular_damp: Angular damping (default: 0.0) Returns: Success message or error description |
| camera_addA | Add a camera node to a scene. Category: Camera Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node camera_name: Name for the new camera node camera_type: Type of camera (Camera2D or Camera3D, default: Camera2D) make_current: Whether to make this the current/active camera (default: True) Returns: Success message or error description |
| camera_set_currentC | Set a camera as the current/active camera. Category: Camera Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) camera_path: Path to the camera node Returns: Success message or error description |
| camera_set_propertiesA | Set properties for a camera. Category: Camera Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) camera_path: Path to the camera node zoom: Zoom level as JSON array [x, y] (Camera2D only) offset: Offset as JSON array [x, y] (Camera2D) or [x, y, z] (Camera3D) fov: Field of view in degrees (Camera3D only, default: 75) near: Near clipping plane distance (Camera3D only, default: 0.05) far: Far clipping plane distance (Camera3D only, default: 4000) Returns: Success message or error description |
| camera_get_infoA | Get information about a camera. Category: Camera Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) camera_path: Path to the camera node Returns: JSON string containing camera information or error description |
| audio_add_stream_playerC | Add an audio stream player node to a scene. Category: Audio Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node player_name: Name for the new audio player node player_type: Type of player (AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, default: AudioStreamPlayer) autoplay: Whether to start playing automatically (default: False) Returns: Success message or error description |
| audio_set_streamB | Set an audio stream for an audio player. Category: Audio Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) player_path: Path to the audio player node audio_file_path: Path to the audio file (relative to project, e.g., "sounds/music.ogg") volume_db: Volume in decibels (default: 0.0, range: -80 to 24) pitch_scale: Pitch scaling factor (default: 1.0, range: 0.01 to 4.0) Returns: Success message or error description |
| audio_configure_busB | Configure an audio bus in the project. Category: Audio Args: project_path: Path to the Godot project directory bus_name: Name of the audio bus (e.g., "Master", "Music", "SFX") volume_db: Volume in decibels (range: -80 to 24) mute: Whether to mute the bus solo: Whether to solo the bus (mute all other buses) Returns: Success message or error description |
| ui_add_controlA | Add a UI control node to a scene. Category: UI Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node control_type: Type of control (Button, Label, Panel, LineEdit, TextureRect, etc.) control_name: Name for the new control node text: Text content for controls that support it (Button, Label, etc.) Returns: Success message or error description |
| ui_set_layoutA | Set layout properties for a UI control. Category: UI Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the control node anchor_preset: Preset name (FullRect, CenterTop, Center, etc.) position: Position as JSON array [x, y] size: Size as JSON array [width, height] anchors: Custom anchors as JSON object {"left": 0, "top": 0, "right": 1, "bottom": 1} Returns: Success message or error description |
| ui_add_containerA | Add a UI container node to organize controls. Category: UI Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node container_type: Type of container (VBoxContainer, HBoxContainer, GridContainer, MarginContainer, etc.) container_name: Name for the new container node Returns: Success message or error description |
| autoload_addA | Add an autoload singleton to the project. Category: Autoload Args: project_path: Path to the Godot project directory name: Name of the autoload (will be accessible as global) script_path: Path to the script file (relative to project) Returns: Success message or error description |
| autoload_removeA | Remove an autoload singleton from the project. Category: Autoload Args: project_path: Path to the Godot project directory name: Name of the autoload to remove Returns: Success message or error description |
| autoload_listA | List all autoload singletons in the project. Category: Autoload Args: project_path: Path to the Godot project directory Returns: JSON string containing list of autoloads or error description |
| timer_addA | Add a Timer node to a scene. Category: Timer Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node timer_name: Name for the new timer node wait_time: Time in seconds to wait before timeout signal (default: 1.0) one_shot: If true, timer stops after timeout (default: False) autostart: If true, timer starts automatically (default: False) Returns: Success message or error description |
| timer_configureA | Configure properties of an existing Timer node. Category: Timer Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) timer_path: Path to the timer node wait_time: Time in seconds to wait before timeout signal one_shot: If true, timer stops after timeout autostart: If true, timer starts automatically Returns: Success message or error description |
| canvas_layer_addA | Add a CanvasLayer node to organize UI elements by depth. Category: CanvasLayer Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node layer_name: Name for the new canvas layer layer_order: Layer rendering order (higher values render on top, default: 0) Returns: Success message or error description |
| canvas_layer_set_orderB | Set the rendering order of a CanvasLayer. Category: CanvasLayer Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) layer_path: Path to the canvas layer node layer_order: Layer rendering order (higher values render on top) Returns: Success message or error description |
| canvas_layer_configureB | Configure properties of a CanvasLayer. Category: CanvasLayer Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) layer_path: Path to the canvas layer node offset: Offset as JSON array [x, y] rotation: Rotation in radians scale: Scale as JSON array [x, y] follow_viewport: Whether to follow the viewport Returns: Success message or error description |
| particle_add_systemA | Add a particle system to a scene. Category: Particle Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node particle_name: Name for the new particle system particle_type: Type of particle system (CPUParticles2D, CPUParticles3D, GPUParticles2D, GPUParticles3D, default: CPUParticles2D) amount: Number of particles (default: 8) emitting: Whether to start emitting immediately (default: True) Returns: Success message or error description |
| particle_set_propertiesB | Set properties of a particle system. Category: Particle Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) particle_path: Path to the particle system node lifetime: Particle lifetime in seconds speed_scale: Speed scale multiplier explosiveness: Explosiveness ratio (0-1) randomness: Emission randomness (0-1) direction: Emission direction as JSON array [x, y] or [x, y, z] spread: Emission spread angle in degrees gravity: Gravity vector as JSON array [x, y] or [x, y, z] initial_velocity_min: Minimum initial velocity initial_velocity_max: Maximum initial velocity Returns: Success message or error description |
| particle_start_emittingB | Start or stop particle emission. Category: Particle Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) particle_path: Path to the particle system node emitting: Whether to emit particles (default: True) Returns: Success message or error description |
| light_addA | Add a light source to a 3D scene. Category: Light Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node light_name: Name for the new light node light_type: Type of light (DirectionalLight3D, OmniLight3D, SpotLight3D, default: DirectionalLight3D) Note: PointLight3D is deprecated in Godot 4.x, use OmniLight3D instead energy: Light energy/intensity (default: 1.0) color: Light color as JSON array [r, g, b] with values 0-1 (default: [1, 1, 1] white) Returns: Success message or error description |
| light_set_propertiesB | Set properties of a light source. Category: Light Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) light_path: Path to the light node energy: Light energy/intensity color: Light color as JSON array [r, g, b] range: Light range (for PointLight3D/SpotLight3D) attenuation: Attenuation curve (for PointLight3D/SpotLight3D) spot_angle: Spot angle in degrees (for SpotLight3D) spot_attenuation: Spot attenuation curve (for SpotLight3D) Returns: Success message or error description |
| light_set_shadowB | Configure shadow settings for a light source. Category: Light Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) light_path: Path to the light node shadow_enabled: Whether shadows are enabled (default: True) shadow_bias: Shadow bias to reduce shadow acne shadow_blur: Shadow blur amount Returns: Success message or error description |
| environment_setupB | Set up environment and ambient lighting for a 3D scene. Category: Light Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node environment_name: Name for the WorldEnvironment node (default: "WorldEnvironment") ambient_light_color: Ambient light color as JSON array [r, g, b] ambient_light_energy: Ambient light energy/intensity background_mode: Background mode (Sky, Color, Custom, default: Sky) sky_color: Sky color as JSON array [r, g, b] (for Color background mode) Returns: Success message or error description |
| viewport_addC | Add a SubViewport node to a scene for rendering to texture. Category: Viewport Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node viewport_name: Name for the new viewport node width: Viewport width in pixels (default: 1024) height: Viewport height in pixels (default: 600) Returns: Success message or error description |
| viewport_set_sizeC | Set the size of a SubViewport. Category: Viewport Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) viewport_path: Path to the viewport node width: New width in pixels height: New height in pixels Returns: Success message or error description |
| viewport_configureB | Configure rendering options for a SubViewport. Category: Viewport Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) viewport_path: Path to the viewport node transparent_bg: Whether to use a transparent background handle_input_locally: Whether to handle input locally render_target_update_mode: Update mode (Disabled, Once, WhenVisible, WhenParentVisible, Always) msaa: MSAA mode (Disabled, 2x, 4x, 8x) Returns: Success message or error description |
| navigation_add_regionB | Add a navigation region to a scene. Category: Navigation Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node region_name: Name for the new navigation region node region_type: Type of navigation region (NavigationRegion2D, NavigationRegion3D, default: NavigationRegion2D) Returns: Success message or error description |
| navigation_set_navmeshA | Set or bake a navigation mesh for a navigation region. Category: Navigation Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) region_path: Path to the navigation region node navmesh_path: Path to a saved NavigationMesh resource (optional) bake: Whether to bake a new navigation mesh (default: False) Returns: Success message or error description |
| navigation_add_obstacleB | Add a navigation obstacle to a scene. Category: Navigation Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node obstacle_name: Name for the new obstacle node obstacle_type: Type of obstacle (NavigationObstacle2D, NavigationObstacle3D, default: NavigationObstacle2D) radius: Obstacle radius (default: 10.0) Returns: Success message or error description |
| navigation_add_agentB | Add a navigation agent to a scene. Category: Navigation Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) parent_node_path: Path to the parent node agent_name: Name for the new agent node agent_type: Type of agent (NavigationAgent2D, NavigationAgent3D, default: NavigationAgent2D) max_speed: Maximum movement speed (default: 200.0) radius: Agent radius for avoidance (default: 10.0) Returns: Success message or error description |
| project_listA | List Godot projects in a directory. Category: Project Args: directory: Directory to search for Godot projects recursive: Whether to search recursively (default: false) |
| project_get_infoB | Retrieve metadata about a Godot project. Category: Project Args: project_path: Path to the Godot project directory |
| project_runA | Run the Godot project and capture output. Category: Project Args: project_path: Path to the Godot project directory scene: Optional specific scene to run |
| project_stopA | Stop the currently running Godot project. Category: Project |
| project_get_debug_outputA | Get the current debug output and errors. Category: Project |
| project_exportA | Export a Godot project using the specified export preset. Category: Project Args: project_path: Path to the Godot project directory preset_name: Name of the export preset (as defined in export_presets.cfg) output_path: Path where the exported file will be saved debug: If True, export a debug build (default: False for release) export_pack: If True, export only a PCK file (default: False for full export) |
| project_list_export_presetsA | List available export presets for a Godot project. Category: Project Args: project_path: Path to the Godot project directory |
| project_setting_setB | Set a project setting in project.godot. Category: Project Args: project_path: Path to the Godot project directory setting_key: The setting key (e.g., "display/window/size/viewport_width") setting_value: The value to set (int, float, string, or bool) |
| project_setting_getA | Get a project setting value from project.godot. Category: Project Args: project_path: Path to the Godot project directory setting_key: The setting key (e.g., "display/window/size/viewport_width") |
| project_update_uidsB | Update UID references in a Godot project by resaving resources (for Godot 4.4+). Category: Project Args: project_path: Path to the Godot project directory |
| scene_createB | Create a new Godot scene file. Category: Scene Args: project_path: Path to the Godot project directory scene_path: Path where the scene file will be saved (relative to project) root_node_type: Type of the root node (e.g., Node2D, Node3D) |
| scene_saveC | Save changes to a scene file. Category: Scene Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) new_path: Optional new path to save the scene to (for creating variants) |
| scene_listA | List all scene files (.tscn) in a Godot project. Category: Scene Args: project_path: Path to the Godot project directory directory: Optional subdirectory to search in (relative to project root) recursive: Whether to search recursively (default: True) Returns: JSON array containing scene file paths relative to project root |
| scene_get_treeA | Get the node tree structure of a scene. Category: Scene Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) max_depth: Maximum depth to traverse (-1 for unlimited, default: -1) Returns: JSON containing the scene's node tree with node names, types, and children |
| scene_instantiateA | Instance a scene as a child node in another scene. Category: Scene Args: project_path: Path to the Godot project directory target_scene_path: Path to the scene where the instance will be added source_scene_path: Path to the scene to instance (e.g., "scenes/player.tscn") parent_node_path: Path to the parent node (default: "root") instance_name: Optional custom name for the instance Returns: Success message or error description |
| node_addB | Add a node to an existing scene. Category: Node Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_type: Type of node to add (e.g., Sprite2D, CollisionShape2D) node_name: Name for the new node parent_node_path: Path to the parent node (e.g., "root" or "root/Player") properties: Optional properties to set on the node |
| node_deleteA | Delete a node from a scene. Category: Node Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the node to delete (e.g., "root/Player") Returns: Success message or error description |
| node_renameA | Rename a node in a scene. Category: Node Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the node to rename (e.g., "root/OldName") new_name: New name for the node Returns: Success message or error description |
| node_reparentB | Move a node to a new parent in a scene (reparent). Category: Node Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the node to move (e.g., "root/Player") new_parent_path: Path to the new parent node (e.g., "root/Entities") Returns: Success message or error description |
| node_duplicateB | Duplicate a node in a scene. Category: Node Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the node to duplicate (e.g., "root/Player") new_name: Optional name for the duplicate (default: original name + number) Returns: Success message or error description |
| node_set_propertyA | Set a property value on a node in a scene. Category: Node Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the node (e.g., "root" or "root/Player") property_name: Name of the property to set (e.g., "position", "scale", "visible") property_value: Value to set (supports int, float, string, bool, dict for Vector2/3, list) Returns: Success message or error description |
| node_get_propertiesA | Get all properties of a specific node in a scene. Category: Node Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the node within the scene (e.g., "root" or "root/Player/Sprite2D") include_inherited: Whether to include inherited properties (default: False) Returns: JSON containing the node's properties with their names, values, and types |
| node_add_to_groupA | Add a node to a group. Category: Node Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the node (e.g., "root/Player") group_name: Name of the group to add the node to persistent: Whether the group membership persists when saved (default: True) Returns: Success message or error description |
| node_load_sprite_textureA | Load a sprite into a Sprite2D node. Category: Node Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the Sprite2D node (e.g., "root/Player/Sprite2D") texture_path: Path to the texture file (relative to project) |
| script_createB | Create a new GDScript file. Category: Script Args: project_path: Path to the Godot project directory script_path: Path for the new script (relative to project, e.g., "scripts/player.gd") extends_type: Base class the script extends (default: "Node") content: Optional full script content. If not provided, creates a template. Returns: Success message or error description |
| script_listA | List all GDScript files (.gd) in a Godot project. Category: Script Args: project_path: Path to the Godot project directory directory: Optional subdirectory to search in (relative to project root) recursive: Whether to search recursively (default: True) Returns: JSON array containing script file paths relative to project root |
| script_attachB | Attach a GDScript file to a node in a scene. Category: Script Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the node (e.g., "root" or "root/Player") script_path: Path to the script file (relative to project) |
| script_detachB | Detach a script from a node in a scene. Category: Script Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the node (e.g., "root" or "root/Player") Returns: Success message or error description |
| signal_connectB | Connect a signal from one node to a method on another node. Category: Signal Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) source_node_path: Path to the source node that emits the signal (e.g., "root/Button") signal_name: Name of the signal to connect (e.g., "pressed") target_node_path: Path to the target node that receives the signal (e.g., "root/Handler") method_name: Name of the method to call on the target node (e.g., "_on_button_pressed") |
| signal_disconnectC | Disconnect a signal connection in a scene. Category: Signal Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) source_node_path: Path to the node that emits the signal signal_name: Name of the signal to disconnect target_node_path: Path to the node that receives the signal method_name: Name of the method to disconnect Returns: Success message or error description |
| signal_list_node_signalsA | List all signals available on a node. Category: Signal Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the node (e.g., "root" or "root/Button") Returns: JSON containing the node's available signals with their parameters |
| signal_list_connectionsA | List all signal connections in a scene or for a specific node. Category: Signal Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Optional path to a specific node (if None, lists all connections in scene) Returns: JSON containing signal connections with source, signal name, target, and method |
| resource_listA | List resource files in a Godot project. Category: Resource Args: project_path: Path to the Godot project directory directory: Optional subdirectory to search in (relative to project root) extensions: List of file extensions to include (default: common asset types) recursive: Whether to search recursively (default: True) Returns: JSON containing categorized resource files |
| resource_get_uidA | Get the UID for a specific file in a Godot project (for Godot 4.4+). Category: Resource Args: project_path: Path to the Godot project directory file_path: Path to the file (relative to project) for which to get the UID |
| resource_create_materialA | Create a StandardMaterial3D resource and optionally assign it to a node. Category: Resource Args: project_path: Path to the Godot project directory save_path: Path where the material will be saved (e.g., "materials/red.tres") albedo_color: Base color as hex string (e.g., "#FF0000") or color name (e.g., "red") roughness: Surface roughness (0.0 = smooth/reflective, 1.0 = rough) metallic: Metallic value (0.0 = non-metal, 1.0 = metal) emission_enabled: Enable emission/glow effect emission_color: Emission color as hex string or color name emission_energy: Emission intensity multiplier transparency: Transparency mode ("disabled", "alpha", "alpha_scissor", "alpha_hash") cull_mode: Face culling mode ("back", "front", "disabled") scene_path: Optional scene path to assign the material to a node target_node_path: Optional node path to assign the material (e.g., "root/MeshInstance3D") |
| resource_get_material_propertiesA | Get properties from a material resource file. Category: Resource Args: project_path: Path to the Godot project directory material_path: Path to the material file (e.g., "materials/red.tres") Returns: JSON containing material properties: type, albedo_color, metallic, roughness, etc. |
| resource_export_mesh_libraryA | Export a scene as a MeshLibrary resource. Category: Resource Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (.tscn) to export output_path: Path where the mesh library (.res) will be saved mesh_item_names: Optional names of specific mesh items to include (defaults to all) |
| tilemap_set_cellB | Set a cell in a TileMap or TileMapLayer node. Category: TileMap Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the TileMap or TileMapLayer node (e.g., "root/TileMap") x: X coordinate of the cell y: Y coordinate of the cell source_id: ID of the tile source/tileset (default: 0) atlas_x: X coordinate in the tile atlas (default: 0) atlas_y: Y coordinate in the tile atlas (default: 0) layer: Layer index for TileMap nodes (ignored for TileMapLayer, default: 0) alternative_tile: Alternative tile ID (default: 0) |
| tilemap_get_cellA | Get cell data from a TileMap or TileMapLayer node. Category: TileMap Args: project_path: Path to the Godot project directory scene_path: Path to the scene file (relative to project) node_path: Path to the TileMap or TileMapLayer node (e.g., "root/TileMap") x: X coordinate of the cell y: Y coordinate of the cell layer: Layer index for TileMap nodes (ignored for TileMapLayer, default: 0) Returns: JSON containing cell data: source_id, atlas_coords, alternative_tile, is_empty |
| input_setup_actionA | Set up an input action with key bindings in the project's input map. Category: Input Args: project_path: Path to the Godot project directory action_name: Name of the input action (e.g., "jump", "move_left") keys: List of key strings to bind (e.g., ["Space", "W", "Ctrl+S"]) Supported keys: A-Z, 0-9, F1-F12, Space, Enter, Tab, Escape, Arrow keys (Up, Down, Left, Right), and modifiers (Ctrl+, Alt+, Shift+, Meta+) |
| input_list_actionsA | List all input actions defined in the project's input map. Category: Input Args: project_path: Path to the Godot project directory Returns: JSON containing all input actions with their key bindings |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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