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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoSet to "true" to enable detailed server-side debug logging
GODOT_PATHNoPath 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

Server capabilities have not been inspected yet.

Tools

Functions exposed to the LLM to take actions

NameDescription
launch_editorC

Launch Godot editor for a specific project

run_projectC

Run the Godot project and capture output

get_debug_outputB

Get the current debug output and errors

stop_projectA

Stop the currently running Godot project

get_godot_versionA

Get the installed Godot version

list_projectsA

List Godot projects in a directory

get_project_infoB

Retrieve metadata about a Godot project

create_sceneC

Create a new Godot scene file

add_nodeC

Add a node to an existing scene

load_spriteC

Load a sprite into a Sprite2D node

export_mesh_libraryB

Export a scene as a MeshLibrary resource

save_sceneC

Save changes to a scene file

get_uidB

Get the UID for a specific file in a Godot project (for Godot 4.4+)

update_project_uidsB

Update UID references in a Godot project by resaving resources (for Godot 4.4+)

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.4/5.0

Scored across 14 tools

Disambiguation4/5

Most tools have distinct purposes targeting different aspects of Godot project management (scene operations, project info, editor control, debugging). However, 'add_node' and 'load_sprite' could potentially overlap in functionality since loading a sprite might involve adding a node, but their descriptions clarify different specific actions.

Naming Consistency5/5

All tools follow a consistent verb_noun naming pattern (e.g., 'add_node', 'create_scene', 'get_debug_output'). The naming is uniform throughout with no mixing of conventions, making it easy to predict tool functions from their names.

Tool Count5/5

With 14 tools, this is well-scoped for a Godot MCP server covering project management, scene editing, debugging, and execution. Each tool appears to serve a specific, necessary function without obvious redundancy or bloat.

Completeness4/5

The tool set provides comprehensive coverage for core Godot workflows including project listing, scene creation/editing, debugging, and running projects. Minor gaps might include more advanced scene manipulation tools or resource management beyond UIDs, but the essentials are well-covered for typical agent tasks.

Maintenance

ActivityInactive
ResponsivenessUnresponsive