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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoSet to "true" for verbose logging.
GODOT_PATHNoThe path to the Godot executable. If Godot is already on your system PATH, you can omit this entirely as the server will auto-detect it.

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
launch_editor

Launch Godot editor for a specific project

run_project

Run the Godot project and capture output

get_debug_output

Get the current debug output and errors

stop_project

Stop the currently running Godot project

list_projects

List Godot projects in a directory

get_project_info

Retrieve metadata about a Godot project, or just the Godot version if no projectPath is provided

take_screenshot

Capture a PNG screenshot of the running Godot project viewport. Requires run_project first.

simulate_input

Simulate input in a running Godot project. Supports batched sequential actions with delays. Requires run_project first.

Types: key, mouse_button, mouse_motion, click_element, action, wait

get_ui_elements

Get visible Control UI elements from a running project with positions, types, and text. Use before click_element. Requires run_project first.

run_script

Execute a custom GDScript in the running Godot project. Script must define: extends RefCounted and func execute(scene_tree: SceneTree) -> Variant. Has full access to the live scene tree. Requires run_project first.

manage_scene

Manage Godot scene files. Operations:

  • create: Create new scene (optional: rootNodeType, default Node2D)

  • add_node: Add node to scene (required: nodeType, nodeName; optional: parentNodePath, properties)

  • load_sprite: Load texture into Sprite2D (required: nodePath, texturePath)

  • save: Save scene file (optional: newPath for save-as)

  • export_mesh_library: Export as MeshLibrary (required: outputPath; optional: meshItemNames)

manage_uids

Manage UIDs in a Godot 4.4+ project. Operations:

  • get: Get UID for a file (required: filePath)

  • update: Resave all resources to update UID references

manage_node

Manage nodes within a Godot scene. Operations:

  • delete: Remove a node (required: nodePath)

  • update_property: Set a property value (required: nodePath, property, value)

  • get_properties: Get all properties of a node (required: nodePath)

  • attach_script: Attach/change a script on a node (required: nodePath, scriptPath)

  • list: List child nodes (optional: parentPath)

  • get_tree: Get full hierarchical tree (optional: parentPath to scope)

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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