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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
PYTHONPATHNoThe search path for Python modules, typically pointing to the 'src' directory of the godot-mcp repository when running from source.
GODOT_EXECUTABLENoPath 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.

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{}
resources
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
godot_detect_executable

Resolve the Godot 4.5+ executable that this MCP server will use.

godot_create_project

Create a new Godot project, create common folders, and set the project display name.

godot_create_folder

Create a safe project-relative folder inside an existing Godot project.

godot_get_project_structure

Return a nested folder/file view of a Godot project or one of its subfolders.

godot_list_resources

List saved scripts, shaders, scenes, and textures in a Godot project or one of its subfolders.

godot_start_project

Start Godot's editor for an existing project, optionally opening a specific scene in the editor.

godot_run_project

Run a Godot project using its current main scene.

godot_create_scene

Create and save a new scene with a normalized Godot-style filename and root node name.

godot_create_shader

Create a .gdshader file inside the Godot project, either from a starter template or explicit shader code.

godot_update_project_settings

Update one or more ProjectSettings values and save them back to the Godot project through Godot itself.

godot_attach_script

Attach a GDScript file to a specific node in a saved scene, creating the script file first when needed.

godot_get_scene_tree

Inspect a saved scene and return its node hierarchy plus parent/child relationships.

godot_validate_scene

Dry-run load a saved scene resource and report whether Godot can parse it successfully, without running the scene.

godot_add_node

Add a new node of any instantiable Godot node type to an existing saved scene.

godot_add_primitive_mesh

Add a MeshInstance3D with a built-in PrimitiveMesh resource such as BoxMesh, CylinderMesh, SphereMesh, CapsuleMesh, PlaneMesh, PrismMesh, QuadMesh, or TorusMesh.

godot_edit_primitive_mesh

Modify the PrimitiveMesh resource attached to an existing MeshInstance3D by changing its mesh type and/or one or more mesh parameters.

godot_edit_scene

Modify an existing node in a saved scene by updating its transform, renaming it, reparenting it, or deleting it.

godot_get_node_properties

Return the current property list and serialized values for a specific node in a saved scene.

godot_get_node_transform

Read the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes.

godot_update_node_transform

Update the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes.

godot_search_docs

Search the exact local Godot docs for the installed engine version, including class, method, property, signal, and constant docs.

godot_run_scene

Run a specific Godot scene from an existing project.

godot_run_with_capture

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_screenshot

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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription
Godot Tool CatalogMachine-readable catalog of all Godot MCP tools, descriptions, and input schemas.
Godot Server GuideHigh-level usage guide and recommended workflow for this Godot MCP server.

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