godot-omni
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TDQS
Scored across 100 tools
Several tools perform the same operation under different names: eval appears in editor_manage, omni_manage, and execute_script; raycasting is duplicated in physics_manage and physics_query_manage; curve creation exists in resource_manage, path_manage, and curve_manage; input simulation is split across game_manage and input_event_manage. An agent will frequently misselect between these duplicate or near-duplicate tools.
Most tools follow a snake_case *_manage pattern, but the same capability is named inconsistently (raycast_2d vs intersect_ray_2d, input_key vs simulate_key, editor_manage op=state vs standalone editor_state), and op naming inside *_manage tools mixes styles. The pattern is readable but not predictable enough across 100 tools.
100 tools is far beyond a well-scoped MCP surface. Even a comprehensive Godot development server would struggle to justify this many, and a large portion of them are redundant with each other rather than earning their place.
Coverage of the Godot game-development domain is remarkably thorough: scenes, nodes, scripts, resources, UI, input, animation, physics, rendering, networking, localization, and more are present with no obvious dead-end workflows. Minor gaps exist (e.g., no 2D shape cast, some duplicated features are shallow), but the surface is essentially complete.