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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoIf 'true', prints debug information to stderr.false
GODOT_PATHNoAbsolute path to the Godot executable. If not set, auto-detection is attempted for common locations on macOS, Linux, and Windows.
READ_ONLY_MODENoIf 'true', disables all modifying tools (safe for CI/review).false

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
get_godot_versionA

Get the installed Godot engine version and platform information.

list_projectsC

Find Godot projects (project.godot files) under a directory.

get_project_infoB

Get metadata about a Godot project: name, version, scene/script/asset counts.

launch_editorA

Open the Godot editor for a project. Non-blocking — returns immediately.

run_projectA

Run a Godot project in debug mode (background). Optionally run a specific scene. Use get_debug_output to retrieve console logs after starting.

stop_projectA

Stop the currently running Godot project.

get_debug_outputB

Get console output (stdout/stderr) from the running or last run project.

run_gdscriptA

Run a GDScript snippet headlessly inside a project and return the output. The script body is wrapped in a SceneTree subclass automatically — just write the statements to execute (e.g. print("hello")). Great for quick tests and calculations that need Godot's built-in types.

list_project_scenesC

List all .tscn scene files in a project.

read_sceneB

Read a scene file — returns raw .tscn text and a structured node list.

create_sceneB

Create a new .tscn scene file with a specified root node type.

save_sceneC

Save a scene (re-writes it to disk, optionally to a new path).

add_nodeC

Add a new node to an existing scene.

edit_nodeC

Modify properties of an existing node in a scene.

remove_nodeB

Remove a node (and all its children) from a scene.

duplicate_nodeA

Duplicate a node (and its children) within the same scene, giving it a new name. The duplicate is placed under the same parent as the original.

move_nodeA

Move (re-parent) a node to a different parent within the same scene. All descendant parent paths are updated automatically.

set_scene_scriptA

Attach a GDScript to a node in a scene, or detach the current script. Automatically adds the ext_resource entry to the .tscn file.

instantiate_sceneB

Instantiate a packed scene (sub-scene) as a child node inside another scene. Adds the ext_resource entry automatically.

load_spriteC

Load a texture resource into a Sprite2D (or TextureRect) node.

list_project_scriptsB

List all GDScript (.gd) files in a project.

read_scriptB

Read the source code of a GDScript file.

modify_scriptC

Overwrite a GDScript file with new content.

create_scriptB

Create a new GDScript file. Use the template param to pick a starter template: 'CharacterBody2D', 'CharacterBody3D', 'Singleton', or provide custom content.

analyze_scriptB

Perform basic static analysis on a GDScript file — finds common errors and Godot 4 migration issues.

list_script_functionsA

Parse a GDScript file and return all functions, signals, and top-level variables with their names, parameters, return types, and line numbers.

add_script_functionA

Append a new function to a GDScript file. Fails if the function already exists.

remove_script_functionC

Remove a function and its entire body from a GDScript file.

add_signalC

Add a signal declaration to a GDScript file. Inserted after existing signals.

add_variableB

Add a top-level variable or property declaration to a GDScript file.

get_uidB

Get the Godot 4 unique ID (uid://) for a resource file.

update_project_uidsA

Re-import all project assets to refresh Godot 4 UIDs. Runs Godot headlessly. Use after adding or moving resource files.

list_assetsB

List all asset files in a project (textures, audio, meshes, fonts, shaders, etc.). Optionally filter by type.

get_asset_infoB

Get detailed metadata about a specific asset: type, size, UID, and import settings.

get_project_settingsA

Read the project.godot configuration. Optionally filter to a specific section (e.g. "application", "display", "input", "autoload", "rendering").

set_project_settingA

Write a setting to project.godot. The value must be a valid Godot config value string. For strings, wrap in double quotes: e.g. value='"res://scene.tscn"'. For booleans/numbers use: 'true', '42'. Creates the section if it doesn't exist.

get_main_sceneB

Get the project's configured main (startup) scene path.

set_main_sceneC

Set the project's main (startup) scene.

list_autoloadsB

List all autoload (singleton) entries configured in the project.

add_autoloadB

Add or update an autoload (singleton) in the project settings. The script will be instantiated automatically when the project starts.

remove_autoloadC

Remove an autoload singleton from the project settings.

list_input_actionsB

List all custom input actions defined in the project (Project > Project Settings > Input Map).

add_input_actionB

Add a new input action to the project's Input Map (with no events bound). Use the Godot editor or set_project_setting to bind keys to it.

remove_input_actionC

Remove an input action from the project's Input Map.

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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