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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoSet to "true" for detailed server-side logging
GODOT_PATHNoPath to the Godot executable (overrides auto-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

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 Godot editor for a specific project

run_projectB

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_infoC

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_uidsA

Update UID references by resaving resources (4.4+)

game_screenshotA

Screenshot the running game (returns base64 PNG)

game_clickA

Click at a position in the running Godot game window

game_key_pressC

Send a key press or input action to the running game

game_mouse_moveB

Move the mouse in the running Godot game

game_get_uiB

Get visible UI elements from the running game

game_get_scene_treeB

Get scene tree structure of the running game

game_evalC

Execute GDScript in the running game. Use "return" for values.

game_get_propertyB

Get a property value from any node in the running game by its path

game_set_propertyC

Set a property on a node in the running game

game_call_methodB

Call a method on any node in the running game with optional arguments

game_get_node_infoB

Get node info: class, properties, signals, methods, children

game_instantiate_sceneA

Load a PackedScene and add it as a child of a node in the running game

game_remove_nodeB

Remove and free a node from the running game's scene tree

game_change_sceneA

Switch to a different scene file in the running game

game_pauseB

Pause or unpause the running game

game_performanceA

Get performance metrics (FPS, memory, draw calls)

game_waitB

Wait N frames in the running game

read_sceneB

Read scene file as JSON node tree (headless)

modify_scene_nodeA

Modify node properties in a scene file (headless)

remove_scene_nodeB

Remove a node from a scene file (headless)

read_project_settingsA

Read project.godot as structured JSON

modify_project_settingsC

Modify a project.godot setting

list_project_filesB

List project files, optionally filtered by extension

game_connect_signalB

Connect a signal from one node to a method on another node in the running game

game_disconnect_signalB

Disconnect a signal connection in the running game

game_emit_signalA

Emit a signal on a node in the running game, optionally with arguments

game_play_animationB

Control an AnimationPlayer node: play, stop, pause, or list animations

game_tween_propertyC

Tween a node property in the running game

game_get_nodes_in_groupA

Get all nodes belonging to a specific group in the running game

game_find_nodes_by_classB

Find all nodes of a specific class type in the running game

game_reparent_nodeA

Move a node to a new parent in the running game's scene tree

attach_scriptB

Attach a GDScript to a scene node (headless)

create_resourceB

Create a .tres resource file (headless)

read_fileC

Read a text file from a Godot project

write_fileA

Create or overwrite a text file in a Godot project

delete_fileB

Delete a file from a Godot project

create_directoryC

Create a directory inside a Godot project

game_get_errorsA

Get new push_error/push_warning messages since last call

game_get_logsA

Get new print output from the running game since last call

game_key_holdA

Hold a key down without auto-releasing

game_key_releaseA

Release a previously held key

game_scrollC

Send mouse scroll wheel event at position

game_mouse_dragC

Drag mouse between two points over N frames

game_gamepadA

Send gamepad button or axis input event

create_projectB

Create a new Godot project from scratch

manage_autoloadsB

Add, remove, or list autoloads in a Godot project

manage_input_mapC

Add, remove, or list input actions and bindings

manage_export_presetsC

Create or modify export preset configuration

game_get_cameraA

Get active camera position, rotation, and size

game_set_cameraC

Move or rotate the active camera

game_raycastB

Cast a ray and return collision results

game_get_audioB

Get audio bus layout and playing streams

game_spawn_nodeB

Create a new node of any type at runtime

game_set_shader_paramC

Set a shader parameter on a node's material

game_audio_playC

Play, stop, or pause an AudioStreamPlayer node

game_audio_busB

Set volume, mute, or solo on an audio bus

game_navigate_pathC

Query a navigation path between two points

game_tilemapB

Get or set cells in a TileMapLayer node

game_add_collisionC

Add a collision shape to a physics body node

game_environmentC

Get or set environment and post-processing settings

game_manage_groupC

Add or remove a node from a group, or list groups

game_create_timerC

Create a Timer node with configuration

game_set_particlesC

Configure GPUParticles2D/3D node properties

game_create_animationC

Create an animation with tracks and keyframes

export_projectC

Export a Godot project using a preset

game_serialize_stateC

Save or load node tree state as JSON

game_physics_bodyC

Configure physics body properties (mass, velocity, etc.)

game_create_jointC

Create a physics joint between two bodies

game_bone_poseB

Get or set bone poses on a Skeleton3D node

game_ui_themeC

Apply theme overrides to a Control node

game_viewportC

Create or configure a SubViewport node

game_debug_drawB

Draw debug lines, spheres, or boxes in 3D

game_http_requestB

HTTP GET/POST/PUT/DELETE with headers and body

game_websocketC

WebSocket client connect/disconnect/send messages

game_multiplayerC

ENet multiplayer create server/client/disconnect

game_rpcC

Call or configure RPC methods on nodes

game_touchC

Simulate touch press/release/drag and gestures

game_input_stateC

Query pressed keys, mouse position, connected pads

game_input_actionC

Manage runtime InputMap actions and strength

game_list_signalsC

List all signals on a node with connections

game_await_signalC

Await a signal with timeout and return args

game_scriptC

Attach, detach, or get source of node scripts

game_windowC

Get/set window size, fullscreen, title, position

game_os_infoA

Get platform, locale, screen, adapter, memory info

game_time_scaleC

Get/set Engine.time_scale and timing info

game_process_modeC

Set node process mode (pausable/always/disabled)

game_world_settingsC

Get/set gravity, physics FPS, and world settings

game_csgC

Create/configure CSG nodes with boolean operations

game_multimeshB

Create/configure MultiMeshInstance3D for instancing

game_procedural_meshC

Generate meshes via ArrayMesh from vertex data

game_light_3dB

Create/configure 3D lights (directional/omni/spot)

game_mesh_instanceC

Create MeshInstance3D with primitive meshes

game_gridmapC

GridMap set/get/clear cells and query used cells

game_3d_effectsB

Create ReflectionProbe, Decal, or FogVolume

game_giB

Create/configure VoxelGI or LightmapGI

game_path_3dB

Create Path3D/Curve3D and manage curve points

game_skyC

Create/configure Sky with procedural/physical sky

game_camera_attributesB

Configure DOF, exposure, auto-exposure on camera

game_navigation_3dB

Create/configure NavigationRegion3D and bake

game_physics_3dC

Area3D queries and point/shape intersection tests

game_canvasC

Create/configure CanvasLayer and CanvasModulate

game_canvas_drawC

2D drawing: line/rect/circle/polygon/text/clear

game_light_2dB

Create/configure 2D lights and light occluders

game_parallaxB

Create/configure ParallaxBackground and layers

game_shape_2dC

Line2D/Polygon2D point manipulation

game_path_2dD

Path2D/Curve2D management and AnimatedSprite2D

game_physics_2dC

Area2D queries and 2D point/shape intersections

game_animation_treeC

AnimationTree state machine travel and params

game_animation_controlC

AnimationPlayer seek/queue/speed/info control

game_skeleton_ikC

SkeletonIK3D start/stop/set target position

game_audio_effectC

Add/remove/configure audio bus effects

game_audio_bus_layoutC

Create/remove/reorder audio buses and routing

game_audio_spatialC

Configure AudioStreamPlayer3D spatial properties

rename_fileB

Rename or move a file within the project

manage_resourceC

Read or modify .tres/.res resource files

create_scriptB

Create a GDScript file from a template

manage_scene_signalsB

List/add/remove signal connections in .tscn files

manage_layersC

List/set named layer definitions in project

manage_pluginsC

List/enable/disable editor plugins

manage_shaderC

Create or read .gdshader files

manage_theme_resourceB

Create/read/modify Theme .tres resources

set_main_sceneC

Set the main scene in project.godot

manage_scene_structureC

Rename/duplicate/move nodes within .tscn scenes

manage_translationsC

List/add/remove translation files in project

game_localeB

Set/get locale and translate strings at runtime

game_ui_controlB

Set focus, anchors, tooltip, mouse filter on Control

game_ui_textB

LineEdit/TextEdit/RichTextLabel text operations

game_ui_popupB

Show/hide/popup for Popup/Dialog/Window nodes

game_ui_treeB

Tree control: get/select/collapse/add/remove items

game_ui_item_listB

ItemList/OptionButton: get/select/add/remove items

game_ui_tabsC

TabContainer/TabBar: get/set current tab

game_ui_menuC

PopupMenu/MenuBar: add/remove/get menu items

game_ui_rangeC

ProgressBar/Slider/SpinBox/ColorPicker get/set

game_render_settingsC

Get/set MSAA, FXAA, TAA, scaling mode/scale

game_resourceC

Runtime resource load, save, or preload

game_visual_shaderC

Create and edit VisualShader graphs: add/connect/disconnect nodes

game_terrainC

Create/modify terrain meshes from heightmap data

game_videoB

Video playback control: play, pause, stop, seek on VideoStreamPlayer

manage_ci_pipelineB

Create/read GitHub Actions workflow for automated Godot exports

manage_docker_exportC

Create Dockerfile for headless Godot export

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 154 tools

Disambiguation2/5

With 154 tools, many have highly overlapping scopes: game_spawn_node vs add_node vs game_instantiate_scene, modify_scene_node vs manage_scene_structure, and a dense cluster of game_audio_* and game_ui_* tools. While individual descriptions clarify some boundaries, the sheer number of similar runtime manipulation tools makes misselection likely.

Naming Consistency3/5

Tool names follow three recognizable conventions: game_* for runtime actions, manage_* for project/config operations, and bare verb_noun for scene/file editing. Although consistently snake_case, the mixing of prefixes and standalone verbs like export_mesh_library or update_project_uids prevents a single predictable pattern.

Tool Count1/5

154 tools is far beyond typical MCP server scope and will overwhelm agents with too many options. Even a comprehensive Godot toolkit does not justify this extreme count, as many features could be consolidated or exposed through fewer, broader tools.

Completeness5/5

The tool surface is exceptionally broad, covering project management, scene editing, runtime game control, input simulation, UI interaction, physics, audio, rendering, animation, and export. There are no obvious dead ends or missing operations for the implied Godot development workflow.

Maintenance

ActivityInactive
ResponsivenessNo issues