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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoSet to 'true' for detailed server-side logging. This also runs the headless operations script with --debug-godot, which logs diagnostics and writes a temporary write-access probe file into the project (removed again on every branch).false
GODOT_PATHNoPath to the Godot executable (overrides auto-detection)
GODOT_MCP_ALLOWED_DIRSNoOptional. Restrict run_project to projects under these roots (;, ,, or : separated). When unset, any project path is allowed.
GODOT_MCP_TOOL_SURFACENoOptional, default core. Set to full to advertise the complete static tool catalog instead of the compact core plus godot_tools discovery/dispatch.core
GODOT_MCP_RUNTIME_SECRETNoOptional explicit shared runtime secret. The MCP server generates a fresh 256-bit value when omitted and passes it only to Godot processes it launches.
GODOT_MCP_PRIVILEGED_GROUPSNoOptional comma-separated least-privilege grants: reflection, code-execution, and/or network. All are denied by default.
GODOT_MCP_EDITOR_START_PAUSEDNoOptional, default false. Start the editor addon's cooperative lock in human-editing mode so mutating MCP tools are refused until Resume Agent is pressed.false
GODOT_MCP_ALLOW_PRIVILEGED_COMMANDSNoOptional, default false. Explicitly enable runtime eval, arbitrary property/method access, script control, RPC, HTTP, and WebSocket commands for a trusted localhost developer workflow.false

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
godot_toolsC

Search, inspect, or call tools outside the default core surface

launch_editorB

Launch Godot editor for a specific project

editor_controlC

Inspect and edit open scenes through an authenticated editor bridge

run_projectC

Run the Godot project and capture output

verify_projectA

Run bounded assertions and capture evidence with deterministic teardown

run_project_testsB

Discover or run native, GUT, and GdUnit4 project tests with structured results

get_debug_outputA

Get the current debug output and errors

stop_projectA

Stop the currently running Godot project

get_godot_versionA

Get the installed Godot version

list_projectsB

List Godot projects in a directory

get_project_infoC

Retrieve metadata about a Godot project

create_sceneB

Create a new Godot scene file

add_nodeC

Add a node to an existing scene

save_sceneC

Save changes to a scene file

game_screenshotA

Screenshot the running game (returns base64 PNG)

game_clickB

Click at a position in the running Godot game window

game_key_pressB

Send a key press or input action to the running game

game_get_uiA

Get visible UI elements from the running game

game_get_scene_treeC

Get scene tree structure of the running game

game_get_node_infoA

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

game_waitB

Wait N frames in the running game

read_sceneB

Read scene file as JSON node tree (headless)

modify_scene_nodeB

Modify node properties in a scene file (headless)

remove_scene_nodeB

Remove a node from a scene file (headless)

read_project_settingsC

Read project.godot as structured JSON

modify_project_settingsC

Modify a project.godot setting

list_project_filesA

List project files, optionally filtered by extension

attach_scriptB

Attach a GDScript to a scene node (headless)

read_fileB

Read a text file from a Godot project

write_fileA

Create or overwrite a text file in a Godot project

game_get_errorsB

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_releaseB

Release a previously held key

create_projectB

Create a new Godot project from scratch

manage_input_mapB

Add, remove, or list input actions and bindings

validate_scriptA

Check a GDScript file for syntax/type errors (headless, no run)

validate_scriptsB

Batch-check GDScript files (git-changed by default, or all)

create_scriptC

Create a GDScript file from a template

set_main_sceneC

Set the main scene in project.godot

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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