Skip to main content
Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoSet to "true" to enable detailed server-side debug logging
GODOT_PATHNoPath 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

Features and capabilities supported by this server

Protocol revision2025-11-25

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_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+)

connect_remote_debuggerA

Connect to Godot editor's remote debugger to capture debug output in real-time. Use port 6006 for script debugger (print/errors) or 6007 for live editor sync.

get_remote_debug_outputB

Get the debug output captured from the remote debugger connection

disconnect_remote_debuggerB

Disconnect from the Godot editor's remote debugger

capture_screenshotA

Capture a screenshot of the running game viewport via remote debugger and return it as base64-encoded image. Requires an active remote debugger connection (use connect_remote_debugger first).

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A3.5/5.0

Scored across 18 tools

Disambiguation4/5

Most tools have distinct purposes, but there is some overlap between get_debug_output and get_remote_debug_output, which could cause confusion as both relate to debug output. Additionally, tools like launch_editor and run_project might be ambiguous in their execution context, but descriptions help clarify their roles.

Naming Consistency5/5

Tool names follow a consistent verb_noun pattern throughout, such as add_node, capture_screenshot, and connect_remote_debugger. There are no deviations in naming conventions, making the set predictable and easy to understand.

Tool Count4/5

With 18 tools, the count is slightly high but reasonable for a Godot MCP server covering project management, debugging, and scene operations. It feels comprehensive without being overwhelmingly heavy, though it could be trimmed for tighter focus.

Completeness4/5

The tool surface covers key areas like project handling, debugging, and scene manipulation with minor gaps, such as missing tools for editing node properties or managing resources beyond UIDs. However, core workflows are well-supported, allowing agents to perform essential tasks effectively.

Maintenance

ActivityInactive
ResponsivenessUnresponsive