lentera-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 | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 63 tools
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.
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.
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.
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.