AI-godot-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
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": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| get_project_contextB | Get Godot project context |
| get_scene_treeA | Get current scene node tree |
| get_editor_logsC | Get editor logs with filters |
| open_sceneB | Open a Godot scene by res:// path |
| instantiate_sceneC | Instantiate a PackedScene into the current scene |
| connect_signalC | Connect a signal between two nodes |
| disconnect_signalC | Disconnect a signal between two nodes |
| get_input_mapA | List project input actions |
| bind_input_keyC | Create or extend a keyboard input binding |
| begin_ai_actionC | Begin a transaction for multiple operations |
| end_ai_actionB | Commit the current transaction |
| add_nodeC | Add a node to the scene tree |
| set_node_propertyC | Set a property on a node |
| delete_nodeC | Delete a node from the scene |
| create_sceneC | Create a new scene file |
| load_resourceD | Load a resource reference |
| save_current_sceneB | Save the current scene |
| attach_scriptC | Attach a GDScript to a node |
| get_resource_uidC | Get resource UID and type |
| play_current_sceneB | Run current scene (F6) |
| stop_running_sceneB | Stop running scene (F8) |
| list_autoloadsA | List project autoloads |
| set_autoloadC | Set or update an autoload |
| remove_autoloadC | Remove an autoload |
| add_node_to_groupC | Add a node to a group |
| remove_node_from_groupC | Remove a node from a group |
| reparent_nodeC | Reparent a node to a new parent |
| duplicate_nodeC | Duplicate a node |
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 28 tools
Each tool has a clear, distinct purpose. Opposing operations (add/remove, connect/disconnect) are paired, and context-specific tools like editor logs and scene tree are separate from node manipulation tools. No two tools overlap in function.
All tools follow a consistent verb_noun pattern in snake_case (e.g., add_node, play_current_scene). The verb choice is precise and shows a uniform style throughout the set.
With 28 tools covering scene editing, node operations, signals, input, autoloads, and editor utilities, the count is on the higher side but justified by the breadth of Godot functionality. It remains manageable and well-scoped.
The toolset covers many core operations (CRUD for nodes, scenes, signals, autoloads) but lacks tools for creating scripts or resources directly. Missing rename_node and explicit resource creation are gaps that agents may need to work around.