Godot MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| DEBUG | No | Enable debug logging | false |
| GODOT_PATH | No | Path to Godot executable | Auto-detected |
| GODOT_LSP_PORT | No | LSP port | 6005 |
| GODOT_PROJECT_PATH | No | Path to Godot project | Current directory |
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 | {
"listChanged": true
} |
| resources | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| godot-config | Current Godot MCP server configuration |
TDQS
Scored across 46 tools
With 46 tools and no descriptions, many tools overlap in purpose (e.g., read_script vs analyze_script, list_resources vs list_assets, run_script vs run_code). An agent would struggle to select the correct tool confidently. Some tools are clearly distinct, but the overall surface is highly ambiguous.
All tools consistently use a `godot_` prefix with lowercase snake_case and a verb_noun structure (launch_editor, list_scenes, create_resource). This creates a predictable pattern despite the high number of tools. No mixed conventions or irregular naming appear.
46 tools is far beyond the 3-15 ideal range and exceeds the 25+ threshold for over-scoping. While Godot is a complex engine, the sheer number of near-synonymous tools suggests poor curation. Many tools could likely be consolidated.
The surface covers many domains—scripting, scenes, resources, settings, export—but lacks clear delete/removal operations for scripts, scenes, or resources, leaving lifecycle gaps. Creation and reading exist, but update/delete are inconsistent. Overall broad but not fully complete.