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
Server capabilities have not been inspected yet.
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 14 tools
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.
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.
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.
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.