godot-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
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
| Capability | Details |
|---|---|
| tools | {} |
| prompts | {} |
| resources | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
| blockout-3d-level | Block out a 3D level with CSG primitives, checking the result visually as you go. |
| diagnose-crash | Investigate an editor error or crash using the output log and project state. |
| audit-scene-perf | Audit a scene for common performance issues (draw calls, LOD, unbounded lights, missing culling). |
| asset-strategy | Decide 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
| Name | Description |
|---|---|
| Current scene tree | The node tree of the scene currently open in the editor (see get_scene_tree). |
| Project info | Project name, Godot version, path, main scene, viewport/window size, renderer, autoloads. |
| Project settings | All ProjectSettings key/value pairs (see get_project_settings). |
| Recent editor output | The last lines of the editor's Output panel (see get_output_log). |
TDQS
Scored across 10 tools
Each tool has a clearly identifiable role: browsing, describing, calling, executing, capturing, status checking, job polling, diagnostics, and asset management. The main ambiguity is between the generic godot_call and the shorthands like godot_execute and godot_info, but their descriptions explicitly frame them as shorthands, which mitigates confusion.
All tools share a consistent godot_ prefix and snake_case style, making them easy to group and predict. However, naming mixes verb-based names like godot_call and godot_execute with noun-based names like godot_info, godot_status, and godot_assets, so it is not a strict verb_noun pattern throughout.
With 10 tools, the server is well-scoped: it covers generic invocation, method discovery, descriptions, project info, screenshots, script execution, connection status, async jobs, diagnostics, and asset import. Each tool earns its place, and the count is appropriate for a Godot editor integration surface.
The generic godot_call plus godot_list_methods and godot_describe provide comprehensive access to the addon API, while shorthands cover the most common operations. Async job handling, connection diagnostics, and asset search/preview/import fill out the workflow with no obvious dead ends.