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Dex865378

Godot MCP Server Ultimate Edition

by Dex865378

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
GODOT_PATHNoPath to the Godot executable. If set, the server runs with maximum performance.

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{}

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_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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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