Godot Universal MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
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 | {} |
| prompts | {} |
| resources | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| godot_editor_filesystem_scanC | Trigger a Godot editor filesystem scan. |
| godot_editor_outputC | Fetch recent editor console output through the bridge. |
| godot_editor_save_allB | Tell the Godot editor to save all modified resources. |
| godot_editor_statusA | Check whether the Godot editor bridge is connected. |
| godot_file_deleteC | Delete a file or directory inside the project. |
| godot_file_listB | List files or directories in a project-relative folder. |
| godot_file_moveC | Move or rename a file inside the project. |
| godot_file_patchC | Apply a line-based patch to a text file. |
| godot_file_readB | Read a text file inside the Godot project root. |
| godot_file_writeC | Write a text file inside the Godot project root. |
| godot_project_doctorC | Run health checks against the project installation and bridge connectivity. |
| godot_project_grepC | Search project files using a regular expression. |
| godot_project_infoA | Read project.godot and summarize the project name, version and features. |
| godot_project_scanC | Scan the project for scenes, scripts and resources. |
| godot_project_searchC | Search project files for plain text. |
| godot_project_treeC | List the project tree with ignore support and truncation details. |
| godot_restart_projectC | Restart a managed Godot runtime process. |
| godot_run_projectC | Launch the Godot project when a Godot binary can be discovered. |
| godot_runtime_logsC | Return runtime logs from the managed process or bridge. |
| godot_runtime_perfC | Fetch runtime performance stats from the bridge. |
| godot_runtime_screenshotC | Fetch a runtime screenshot from the bridge. |
| godot_runtime_statusC | Return runtime bridge and managed process status. |
| godot_runtime_treeB | Fetch the live runtime scene tree through the bridge. |
| godot_scene_find_broken_referencesC | Find broken scene resource references. |
| godot_scene_get_nodeC | Get a scene node by its path from a .tscn file. |
| godot_scene_get_treeC | Parse a .tscn file and return its node tree. |
| godot_scene_listA | List all .tscn scene files in the project. |
| godot_scene_set_node_propertyC | Set a node property in a .tscn file. |
| godot_scene_validateC | Validate a .tscn file structure. |
| godot_script_createC | Create a new GDScript file from template parts. |
| godot_script_listA | List all .gd and .cs scripts in the project. |
| godot_script_patchC | Apply a line-based patch to a script file. |
| godot_script_readC | Read a GDScript or C# script file. |
| godot_script_symbolsB | Extract class, function, signal and variable names from a script. |
| godot_script_todo_indexB | Find TODO, FIXME and HACK comments in scripts. |
| godot_stop_projectB | Stop a project launched by godot_run_project. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| godot_project_audit | Audit the Godot project structure, scripts and scenes. |
| godot_scene_review | Review a scene for hierarchy issues and broken references. |
| godot_bugfix_plan | Generate a bugfix plan for a Godot issue. |
| godot_add_feature | Plan how to add a new feature to a Godot project. |
| godot_performance_pass | Analyze likely performance bottlenecks in the project. |
| godot_export_release_checklist | Prepare a release/export checklist for a Godot build. |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| Godot Project Summary | High level summary of the current Godot project. |
| Godot Project Settings | Raw project.godot settings file. |
| Godot Project Files | Project file tree snapshot. |
| Godot Project Scenes | List of scene files in the project. |
| Godot Project Scripts | List of script files in the project. |
| Godot Project Errors | Doctor report and recent connectivity status. |
| Godot Tool Index | Index of available Godot MCP tools. |
TDQS
Scored across 36 tools
Tools are well-separated by domain prefixes (scene, script, file, project, runtime, editor). Within each domain the purpose is distinct. Minor potential confusion exists between godot_project_search (plain text) and godot_project_grep (regex), which overlap heavily, and between godot_scene_get_tree and godot_runtime_tree (both trees but different targets).
Most tools follow a consistent godot_<domain>_<verb> pattern (godot_scene_get_node, godot_script_read, godot_file_write, godot_project_info). A few deviate or use awkward phrasing like godot_scene_find_broken_references and godot_script_todo_index which are noun-heavy rather than verb_action. Overall recognizable but not perfectly uniform.
36 tools is a very large surface for a single server. Many tools could be consolidated (e.g. file operations and project operations), and the count makes it heavy. This is near the top end of the scale and risks overwhelming agents.
The coverage is remarkably thorough for the Godot ecosystem: file CRUD, script lifecycle (create/read/patch/list), scene parsing and validation, runtime control, editor integration, and project health/analysis. The scan, doctor, and grep/search tools add useful discovery capabilities. No obvious dead ends in the core workflows.