Godot MCP Server Ultimate Edition
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| GODOT_PATH | No | Path to the Godot executable. If set, the server runs with maximum performance. |
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 | {} |
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_outputA | 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_infoC | Retrieve metadata about a Godot project |
| create_sceneC | Create a new Godot scene file |
| add_nodeB | 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_uidA | 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+) |
| get_scene_treeA | Get a JSON representation of the node tree in a scene |
| set_node_propertiesC | Set properties of a node in a scene |
| attach_script_to_nodeC | Attach a Godot script to a node in a scene |
| remove_nodeC | Remove a node from a scene |
| connect_signalB | Connect a signal from one node to a method on another node in a scene |
| get_node_propertiesB | Get all editable properties of a specific node in a scene (returns JSON) |
| get_node_signalsC | List all available signals on a node and current connections |
| rename_nodeC | Rename a node in a scene |
| duplicate_nodeC | Duplicate a node (and its children) within a scene |
| move_nodeC | Move (reparent) a node to a different parent in a scene |
| add_collision_shapeA | Add a collision shape to a physics body (auto-detects 2D/3D). Shapes: rectangle/circle/capsule (2D) or box/sphere/capsule/cylinder (3D) |
| create_animationC | Create an AnimationPlayer with animations on a node |
| validate_sceneB | Validate a scene for common errors (missing collisions, empty shapes, missing textures, etc.) |
| batch_add_nodesC | Add multiple nodes to a scene in a single operation |
| get_class_infoA | Get detailed info about any Godot class (properties, methods, signals, constants) |
| create_scriptB | Create a new GDScript (.gd) file with content |
| read_scriptA | Read the contents of a GDScript or any text file in a project |
| update_scriptC | Update/overwrite the contents of an existing script file |
| list_scene_filesC | List all scene files (.tscn) in a Godot project |
| list_script_filesC | List all script files (.gd) in a Godot project |
| list_resourcesA | List all resource files in a Godot project (images, audio, fonts, shaders, etc.) |
| get_project_settingsC | Read the project.godot settings file and return key settings |
| set_project_settingC | Set a value in the project.godot configuration file |
| create_input_actionC | Add an input action to the project.godot input map |
| create_autoloadC | Register a script as an autoload/singleton in project.godot |
| create_shaderC | Create a Godot shader file (.gdshader) with content |
| instance_sceneB | Instance a scene (.tscn) as a child node inside another scene. This is THE #1 pattern in Godot — create Player.tscn, Enemy.tscn separately, then instance them inside Level.tscn. |
| create_projectB | Create a new Godot project from scratch by generating the project.godot file |
| set_main_sceneA | Set the main scene that runs when pressing Play in Godot. Without this the game does not start. |
| add_to_groupA | Add a node to a group. Groups are essential for get_tree().get_nodes_in_group("enemies") pattern. |
| delete_fileA | Delete a file from a Godot project (scripts, scenes, resources, etc.) |
| set_collision_layer_maskA | Set collision layer and mask on a physics body or area. Controls which physics layers interact. |
| create_timerB | Create a Timer node with configuration (cooldowns, spawns, delays, etc.) |
| inspect_model_boundsA | Inspect a 3D model (.glb/.gltf/.tscn) to get its bounding box dimensions. Returns min, max, center, and size vectors. Essential for positioning models correctly. |
| batch_instance_sceneA | Instance a scene multiple times with different transforms in a single operation. Much more efficient than calling instance_scene repeatedly. |
| create_audio_playerB | Create an AudioStreamPlayer or AudioStreamPlayer3D node with optional audio file and configuration. |
| create_particlesB | Create a GPUParticles3D node with a preset configuration (smoke, fire, snow, rain, sparks, dust). |
| create_ui_elementB | Create a UI control node (Label, Panel, Button, ProgressBar, TextureRect) with configuration. |
| create_lightB | Create a light node (DirectionalLight3D, SpotLight3D, OmniLight3D) with configuration. |
| create_environmentB | Create a WorldEnvironment node with sky, ambient light, fog and other environment settings. |
| analyze_scriptA | Analyze a GDScript file to extract its class structure (extends, functions, variables, signals, enums). |
| search_symbolB | Perform a project-wide search for a symbol or text in all GDScript files. |
| bulk_set_propertiesA | Modify properties across multiple nodes in a scene based on type or name pattern matches. |
| validate_scriptB | Check a GDScript file for syntax errors by attempting to load it in Godot. |
| validate_script_deepA | [OPTION A] Deep GDScript validation using Godot's real compiler (headless). Detects syntax errors, type mismatches, missing class references, and semantic issues that surface at parse/compile time. More thorough than validate_script. Returns structured JSON with error details including file, line number, and error message. |
| project_health_checkA | [OPTION C] Run a comprehensive diagnostic check on a Godot project. Detects: broken scenes (cannot load), broken scripts, broken resources (.tres/.res), physics bodies without CollisionShape children, orphan .uid files (Godot 4.4+), and missing assets. Returns structured JSON with errors, warnings, and project stats. Essential before shipping or after large refactors. |
| backup_sceneA | [OPTION B - Part 1] Create a timestamped backup of a scene file (.tscn) BEFORE making edits. Stores backups in /.scene_backups/. Always call this before using batch_add_nodes, set_node_properties, or any destructive scene mutations. Returns the backup file path to use with restore_scene_backup if needed. |
| restore_scene_backupA | [OPTION B - Part 2] Restore a scene (.tscn) from a previously created backup. Use this as a rollback if a scene mutation went wrong. Provide the backupPath returned by backup_scene, or leave empty to restore the most recent backup for that scene. |
| list_scene_backupsA | List all available backups for a scene file, ordered by most recent first. Use this to review available restore points before calling restore_scene_backup. |
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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