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Glama

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
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
launch_editorB

Launch the Godot Editor.

attach_projectA

Attach to an already running Godot Editor.

detach_projectC

Detach from the Godot Editor.

get_editor_statusA

Get the current status of the Godot Editor connection.

get_debug_outputA

Get recent debug output from the Godot Editor.

create_sceneC

Create a new scene.

open_sceneC

Open a scene file.

save_sceneC

Save the current scene.

close_sceneC

Close the current scene.

get_scene_treeA

Get the node tree of the current scene.

get_scene_dependenciesC

Get external dependencies of a scene file.

add_nodeC

Add a new node to the scene.

delete_nodeC

Delete a node from the scene.

move_nodeC

Move a node within its parent.

duplicate_nodeD

Duplicate a node.

get_node_propertiesC

Get properties of a node.

set_node_propertiesC

Set properties of a node.

get_node_signalsB

Get available signals of a node type.

rename_nodeC

Rename a node.

reparent_nodeC

Reparent a node to a new parent.

attach_scriptC

Attach a script to a node.

detach_scriptC

Detach a script from a node.

run_gdscriptC

Run an arbitrary GDScript snippet.

validate_gdscriptA

Validate a GDScript file without running it.

import_spriteC

Import a sprite into the project.

list_project_filesC

List files in the Godot project.

search_projectC

Search for files in the Godot project.

get_resource_infoC

Get info about a Godot resource.

reimport_assetC

Reimport a project asset.

create_animation_libraryC

Create a new AnimationLibrary.

add_animationC

Add an animation to a library.

add_trackC

Add a track to an animation.

set_keyframeC

Set a keyframe on a track.

set_animation_loopC

Set the loop mode of an animation.

get_animation_infoC

Get info about an animation.

set_tilemap_cellC

Set a cell in a TileMapLayer.

clear_tilemap_cellC

Clear a cell in a TileMapLayer.

get_tilemap_infoC

Get info about a TileMapLayer.

fill_tilemap_regionC

Fill a region in a TileMapLayer with a specific tile.

connect_signalD

Connect a signal to a method.

disconnect_signalD

Disconnect a signal.

list_signalsC

List signals of a node.

emit_signalB

Emit a signal on a node (runtime only).

add_autoloadB

Add a new autoload (singleton).

remove_autoloadC

Remove an autoload.

update_autoloadC

Update an existing autoload path.

list_autoloadsA

List all configured autoloads.

reload_autoloadC

Reload an autoload at runtime.

get_project_settingsC

Get Godot project settings.

set_project_settingC

Set a Godot project setting.

run_projectB

Run the Godot project.

stop_projectA

Stop the running Godot project.

export_projectC

Export the project via preset.

simulate_clickC

Simulate a mouse click in the running project.

simulate_keyboardC

Simulate keyboard input in the running project.

simulate_mouse_moveC

Simulate mouse movement in the running project.

take_screenshotA

Capture the Godot editor window as an image.

get_ui_elementsA

Get UI elements visible in the running project.

zoom_editorC

Zoom the Godot 2D editor.

focus_editor_windowA

Bring Godot editor window to front.

get_physics_layersA

Get named 2D physics layers from project settings.

validate_collision_setupA

Validate the project's physics layers against Lentera Pudar requirements (world, player, enemy, attack_hitbox, hurtbox, interactable).

get_collision_matrixC

Get the physics layer collision matrix.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

C2.7/5.0

Scored across 63 tools

Disambiguation4/5

Most tools have clearly distinct purposes, but get_node_signals and list_signals both deal with node signals and could be confused. Some clustering around physics layers and signal handling creates minor overlap, though descriptions mostly clarify.

Naming Consistency5/5

All tool names follow a consistent snake_case verb_noun pattern, such as launch_editor, create_scene, add_node, set_keyframe, and validate_collision_setup. The naming convention is uniformly applied across the entire set.

Tool Count1/5

With 63 tools, the server is far beyond what is typical for an MCP server, even for a comprehensive Godot integration. The sheer number is overwhelming and exceeds the calibration threshold of 50+ for extreme mismatch.

Completeness4/5

The toolset covers a broad range of Godot operations: editor lifecycle, scene editing, nodes, scripts, assets, animations, tilemaps, signals, autoloads, project settings, running/testing, and physics layers. Minor gaps exist, such as lack of delete/update operations for animations and some overlap in physics layer utilities, but the core workflows are well-covered.

Maintenance

ActivityMaintained
ResponsivenessSyncing