Godot MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| DEBUG | No | Set to "true" to enable detailed server-side debug logging | |
| GODOT_PATH | No | Path to the Godot executable (overrides automatic detection) |
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
Server capabilities have not been inspected yet.
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| launch_editorC | Launch Godot editor for a specific project |
| run_projectC | Run the Godot project and capture output |
| get_debug_outputB | Get the current debug output and errors |
| stop_projectA | Stop the currently running Godot project |
| get_godot_versionA | Get the installed Godot version |
| list_projectsA | List Godot projects in a directory |
| get_project_infoB | Retrieve metadata about a Godot project |
| create_sceneC | Create a new Godot scene file |
| add_nodeC | Add a node to an existing scene |
| load_spriteC | Load a sprite into a Sprite2D node |
| export_mesh_libraryB | Export a scene as a MeshLibrary resource |
| save_sceneC | Save changes to a scene file |
| get_uidB | Get the UID for a specific file in a Godot project (for Godot 4.4+) |
| update_project_uidsB | Update UID references in a Godot project by resaving resources (for Godot 4.4+) |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 14 tools
Each tool has a clearly distinct purpose targeting specific Godot operations like scene management, project handling, debugging, or resource management. There is no significant overlap between tools, making it easy for an agent to select the correct one based on the task.
Most tools follow a consistent verb_noun pattern (e.g., add_node, create_scene, get_debug_output), but there are minor deviations like 'load_sprite' (which could be 'load_sprite_into_node' for full consistency) and 'update_project_uids' (which uses a plural noun). Overall, the naming is readable and predictable.
With 14 tools, this server is well-scoped for Godot development tasks, covering scene creation, project management, debugging, and resource handling. Each tool earns its place without feeling excessive or insufficient for the domain.
The tool set provides comprehensive coverage for core Godot workflows, including scene lifecycle (create, add, save), project operations (list, run, stop), and debugging. Minor gaps might include more advanced features like script editing or asset import, but the surface is largely complete for typical development tasks.