godot-mcp-omni
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| GODOT_PATH | No | Absolute path to the Godot editor binary. | |
| GODOT_MCP_HOST | No | Host for the editor bridge WebSocket server. | 127.0.0.1 |
| GODOT_MCP_PORT | No | Port for the editor bridge WebSocket server. | 8765 |
| GODOT_MCP_TOKEN | No | Optional token for editor bridge authentication. | |
| GODOT_MCP_ALLOW_WRITE | No | Allow project file writes (snapshot/backup created first). | true |
| GODOT_MCP_SEARCH_DIRS | No | Optional folder containing Godot binaries for version detection. | |
| GODOT_MCP_ALLOW_DANGEROUS | No | Allow dangerous operations (e.g., export). | false |
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": false
} |
| logging | {} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| godot_metaA | Server info, doctor checks, tool help, and Codex usage profile. Start here. |
| godot_projectB | Discover, inspect, scan, read, and safely edit project-root files. Writes are constrained to the Godot project root. |
| godot_scriptC | Read, write, list, and syntax-check GDScript/C# files. |
| godot_sceneC | Read scene text and perform headless scene creation/node operations through Godot. |
| godot_assetB | Scan resources, import assets, resolve UIDs, and create project folders. |
| godot_runtimeC | Get Godot version, run/stop projects, smoke-test startup, collect logs, and export builds. |
| godot_editorA | Sync/connect to the in-editor bridge and perform live editor RPC: scene tree, selection, inspection, properties, and raw RPC. |
| godot_docsB | Dump/search the API of the currently configured Godot binary, including classes, methods, properties, and command-line help. dump_api writes an API cache under .godot_mcp/api. |
| godot_batchA | Run a bounded sequence of other Godot MCP tool calls. Useful for Codex multi-step workflows and recovery loops. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| godot_project_diagnose | Inspect a Godot project, identify likely build/runtime issues, and propose a validation plan. |
| godot_scene_task | Run the recommended scene-edit loop: inspect, snapshot, change, validate. |
| godot_api_first | Force a model to consult current Godot API docs before writing scripts. |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| Codex Godot operating rules | Recommended work loop and safety rules for Codex/GPT agents using this Godot MCP server. |
| Godot MCP server status | Live server, tool, safety, and editor-bridge status. |
| Godot MCP tool catalog | Compact catalog of available manager tools and action schemas. |
TDQS
Scored across 9 tools
Each tool targets a distinct aspect of Godot development (assets, batch, docs, editor, meta, project, runtime, scene, script) with clear, non-overlapping descriptions.
All tools follow a consistent 'godot_<domain>' pattern, making it easy for agents to infer each tool's purpose from its name.
With 9 tools, the scope is well-calibrated—comprehensive enough for full Godot workflows without being bloated or sparse.
The tool surface covers asset handling, project management, scene/script editing, runtime control, documentation, and editor integration, leaving no obvious gaps for typical Godot development tasks.