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Glama
YasiruRF
by YasiruRF

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
GODOT_BINNoGodot 4 executable used by run_headless. Default is 'godot4'.godot4
GODOT_MCP_BRIDGE_URLNoWhere the editor_* tools look for the bridge. Default is ws://127.0.0.1:9080.ws://127.0.0.1:9080

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
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
list_projectA

Lists scenes (.tscn), scripts (.gd), and resources (.tres/.res) in a Godot project folder, relative to project_path.

read_sceneB

Parses a .tscn file and returns its node tree as JSON (name, type, parent path, properties).

create_sceneB

Creates a new .tscn file with a single root node. Use add_node afterward to build out the tree.

add_nodeB

Adds a child node to an existing scene at the given parent path (use "." for the scene root).

remove_nodeB

Removes a node (and its descendants) from a scene.

set_node_propertiesC

Sets or overwrites one or more properties on an existing node in a scene.

write_scriptB

Creates or fully overwrites a GDScript (.gd) file.

read_scriptB

Reads a GDScript (.gd) file's contents.

edit_scriptB

Replaces one exact occurrence of old_text with new_text in a GDScript file (like a find-and-replace patch).

run_headlessB

Runs the Godot project headlessly (no window) for a fixed duration to catch parse/runtime errors, or runs a specific scene headlessly. Requires the godot4 binary (or GODOT_BIN env var) to be installed.

editor_pingB

Checks whether the Godot editor is running with the godot_mcp_bridge plugin enabled.

editor_run_sceneA

Tells the running Godot editor to play a specific scene (like pressing the Play Scene button).

editor_stopA

Tells the running Godot editor to stop the currently playing scene.

editor_get_selectionA

Returns the currently selected node(s) in the Godot editor.

editor_get_scene_treeA

Returns the scene currently open in the Godot editor as a node tree, plus the list of open scenes.

editor_open_sceneA

Opens a scene in the Godot editor (switching to its tab) so it can be edited live with editor_add_node, editor_set_properties and editor_remove_node.

editor_add_nodeA

Adds a node to the scene open in the Godot editor. It appears live and is selected; undo with Ctrl+Z. The scene is not saved until editor_save_scene (or the user saves). Prefer this over add_node while the editor is open.

editor_set_propertiesA

Sets properties on a node in the scene open in the Godot editor (live, undoable with Ctrl+Z, not saved until editor_save_scene).

editor_remove_nodeA

Removes a node (and its descendants) from the scene open in the Godot editor (live, undoable with Ctrl+Z).

editor_save_sceneA

Saves the scene currently open in the Godot editor to disk (like Ctrl+S).

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.4/5.0

Scored across 20 tools

Disambiguation5/5

File-based and editor-prefixed tools form two clearly separated groups, and parallel operations like add_node vs editor_add_node are distinguished by both naming and explicit live/undo behavior. Even similar returns like read_scene and editor_get_scene_tree are unambiguous because their sources (disk vs open editor tab) are clearly stated.

Naming Consistency4/5

Most tools follow a consistent verb_noun or editor_verb_noun pattern, and the editor_ prefix is applied uniformly across live-editor operations. Minor inconsistencies exist in retrieval verbs (list/read/get) and in set_node_properties vs editor_set_properties, but the overall pattern remains predictable.

Tool Count3/5

With 20 tools, the set sits at the heavy end of the range, largely because file-based operations and live-editor operations duplicate each other. Each tool does have a distinct purpose, but the count feels borderline for a single MCP server.

Completeness4/5

The toolset covers the core Godot workflow well: listing/reading/creating scenes, editing nodes and scripts, headless runs, and live editor control. Minor gaps such as deleting scene files, moving nodes, or deleting/renaming scripts are workable around rather than blocking.

Maintenance

ActivityMaintained
ResponsivenessUnresponsive