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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

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

CapabilityDetails
tools
{}
prompts
{}
resources
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
godot_callA

Call any method on the Godot editor addon. See godot_list_methods to browse what's available and godot_describe for a method's full parameter schema. Any 'node_path' parameter also accepts a session handle (the "@id:..." string returned as "handle" by get_scene_tree, add_node, and similar methods) instead of a path — a handle keeps addressing the same node across a rename or reparent, where a path would break. Handles go stale when the scene is reloaded/reopened; get_scene_tree again for fresh ones.

godot_list_methodsA

List available Godot addon methods, live from the connected editor. Call with no arguments for category counts, or with a category to list its methods and one-line summaries.

godot_describeA

Get the full parameter schema (types, required/optional, defaults, annotations) for one or more godot_call methods.

godot_infoA

Get project info from the Godot editor (shorthand for godot_call method=get_project_info).

godot_screenshotA

Capture the Godot editor viewport. Returns base64 PNG image data.

godot_executeA

Execute GDScript code in the Godot editor (shorthand for godot_call method=execute_editor_script).

godot_statusA

Check connection status to the Godot editor. With 'select', pins which editor subsequent calls go to when several are connected.

godot_jobA

Check an async job started by godot_call with async:true. Returns its status and, once finished, its result or error.

godot_doctorA

Diagnose the MCP bridge end-to-end (port, editor connection, auth, addon/server contract, Godot binary for headless tests) with a checklist and fix suggestions for anything failing.

godot_assetsA

Search, preview, and import free CC0 3D assets (Poly Haven, ambientCG) straight into the Godot project. 'search' finds candidates by name/tag; 'preview' returns a thumbnail so you can pick by sight instead of guessing from an id; 'import' downloads into res://assets/// and rescans the project filesystem.

Prompts

Interactive templates invoked by user choice

NameDescription
blockout-3d-levelBlock out a 3D level with CSG primitives, checking the result visually as you go.
diagnose-crashInvestigate an editor error or crash using the output log and project state.
audit-scene-perfAudit a scene for common performance issues (draw calls, LOD, unbounded lights, missing culling).
asset-strategyDecide whether to source a free CC0 asset or generate primitives/procedural geometry for a given need.

Resources

Contextual data attached and managed by the client

NameDescription
Current scene treeThe node tree of the scene currently open in the editor (see get_scene_tree).
Project infoProject name, Godot version, path, main scene, viewport/window size, renderer, autoloads.
Project settingsAll ProjectSettings key/value pairs (see get_project_settings).
Recent editor outputThe last lines of the editor's Output panel (see get_output_log).

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