Godot MCP
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TDQS
Scored across 75 tools
Most tools have distinct resource+action mappings, and overlapping tools (send_input/send_key/send_key_sequence, set_property/set_node_properties) are clearly differentiated by descriptions that cross-reference the preferred choice. However, the sheer number of similar runtime/input/screenshot tools creates some initial ambiguity.
All tool names follow a consistent snake_case verb_noun pattern (e.g., list_projects, create_scene, remove_node, validate_script). No camelCase or mixed styles, making the API predictable.
75 tools is far beyond the typical well-scoped MCP server. Even for a broad engine like Godot, this feels bloated; many tools are micro-utilities that could be consolidated (e.g., several separate mouse/key/joypad senders).
The surface covers scene editing, project settings, scripts, tilemaps, animation, input simulation, testing, and asset management. Minor gaps include no file-level delete for scenes/resources/scripts and no create-project tool, but for the primary game-dev workflow it's largely complete.