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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)

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_outputB

Get the current debug output and errors

stop_projectA

Stop the currently running Godot project

get_godot_versionB

Get the installed Godot version

list_projectsC

List Godot projects in a directory

get_project_infoC

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_libraryC

Export a scene as a MeshLibrary resource

save_sceneC

Save changes to a scene file

get_uidC

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

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