Godot MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| PYTHONPATH | No | The search path for Python modules, typically pointing to the 'src' directory of the godot-mcp repository when running from source. | |
| GODOT_EXECUTABLE | No | Path to the Godot executable (e.g., /usr/local/bin/godot4). This can be set globally to be used by all tools if not specified in individual calls. |
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 | {} |
| resources | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| godot_detect_executableB | Resolve the Godot 4.5+ executable that this MCP server will use. |
| godot_create_projectC | Create a new Godot project, create common folders, and set the project display name. |
| godot_create_folderB | Create a safe project-relative folder inside an existing Godot project. |
| godot_get_project_structureC | Return a nested folder/file view of a Godot project or one of its subfolders. |
| godot_list_resourcesB | List saved scripts, shaders, scenes, and textures in a Godot project or one of its subfolders. |
| godot_start_projectB | Start Godot's editor for an existing project, optionally opening a specific scene in the editor. |
| godot_run_projectC | Run a Godot project using its current main scene. |
| godot_create_sceneA | Create and save a new scene with a normalized Godot-style filename and root node name. |
| godot_create_shaderA | Create a |
| godot_update_project_settingsC | Update one or more ProjectSettings values and save them back to the Godot project through Godot itself. |
| godot_attach_scriptA | Attach a GDScript file to a specific node in a saved scene, creating the script file first when needed. |
| godot_get_scene_treeB | Inspect a saved scene and return its node hierarchy plus parent/child relationships. |
| godot_validate_sceneA | Dry-run load a saved scene resource and report whether Godot can parse it successfully, without running the scene. |
| godot_add_nodeB | Add a new node of any instantiable Godot node type to an existing saved scene. |
| godot_add_primitive_meshC | Add a MeshInstance3D with a built-in PrimitiveMesh resource such as BoxMesh, CylinderMesh, SphereMesh, CapsuleMesh, PlaneMesh, PrismMesh, QuadMesh, or TorusMesh. |
| godot_edit_primitive_meshC | Modify the PrimitiveMesh resource attached to an existing MeshInstance3D by changing its mesh type and/or one or more mesh parameters. |
| godot_edit_sceneA | Modify an existing node in a saved scene by updating its transform, renaming it, reparenting it, or deleting it. |
| godot_get_node_propertiesB | Return the current property list and serialized values for a specific node in a saved scene. |
| godot_get_node_transformB | Read the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes. |
| godot_update_node_transformB | Update the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes. |
| godot_search_docsB | Search the exact local Godot docs for the installed engine version, including class, method, property, signal, and constant docs. |
| godot_run_sceneC | Run a specific Godot scene from an existing project. |
| godot_run_with_captureA | Run a Godot project or a specific scene for a short capture window and return stdout, stderr, log output, plus parsed warnings and errors. |
| godot_screenshotA | Run a Godot project or specific scene for a short duration, keep the last rendered frame, and return the screenshot path. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| Godot Tool Catalog | Machine-readable catalog of all Godot MCP tools, descriptions, and input schemas. |
| Godot Server Guide | High-level usage guide and recommended workflow for this Godot MCP server. |
TDQS
Scored across 24 tools
Most tools have clearly distinct purposes with minimal overlap, though some pairs like godot_run_project/godot_run_scene and godot_get_node_transform/godot_update_node_transform could potentially cause confusion if not carefully read. The descriptions generally clarify the differences, such as project-wide vs. scene-specific execution and read vs. write operations for transforms.
All tools follow a consistent 'godot_verb_noun' snake_case pattern throughout, making them predictable and easy to parse. The verb choices are appropriate and uniform across the set, such as 'create', 'get', 'update', 'run', and 'list'.
With 24 tools, the count feels heavy for a single domain like Godot project management, bordering on excessive. While many tools are justified for specific operations, the high number may overwhelm agents and could potentially be streamlined or grouped more efficiently.
The toolset provides comprehensive coverage for Godot project workflows, including project/scene creation, editing, inspection, execution, debugging, and documentation. It supports full CRUD/lifecycle operations for nodes, scenes, and resources, with no obvious gaps that would hinder agent tasks.