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) |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| 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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