Godot Agent Loop
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| DEBUG | No | Set 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_PATH | No | Path to the Godot executable (overrides auto-detection) | |
| GODOT_MCP_ALLOWED_DIRS | No | Optional. Restrict run_project to projects under these roots (;, ,, or : separated). When unset, any project path is allowed. | |
| GODOT_MCP_TOOL_SURFACE | No | Optional, 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_SECRET | No | Optional 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_GROUPS | No | Optional comma-separated least-privilege grants: reflection, code-execution, and/or network. All are denied by default. | |
| GODOT_MCP_EDITOR_START_PAUSED | No | Optional, 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_COMMANDS | No | Optional, 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
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| godot_catalogC | Search or inspect the complete Godot… |
| godot_callD | Execute one named hidden Godot tool… |
| editor_sessionC | Discover, attach, inspect, or discon… |
| editor_transactionD | Apply one validated compound scene e… |
| run_projectD | Run the Godot project and capture ou… |
| verify_projectC | Run bounded assertions and capture e… |
| run_project_testsC | Discover or run native, GUT, and GdU… |
| get_debug_outputB | Get the current debug output and err… |
| stop_projectB | Stop the currently running Godot pro… |
| get_godot_versionA | Get the installed Godot version |
| get_project_infoA | Retrieve metadata about a Godot proj… |
| game_screenshotC | Capture a PNG preview with dimension… |
| game_get_uiA | Get a bounded list of visible UI ele… |
| game_get_scene_treeC | Get scene tree structure of the runn… |
| game_get_node_infoB | Get compact or full node info; |
| game_wait_untilD | Property waits need reflection; |
| game_scenarioD | Property waits need reflection; |
| game_get_errorsC | Get new push_error/push_warning mess… |
| game_get_logsB | Get new print output from the runnin… |
| validate_scriptsB | Batch-check GDScript files (git-chan… |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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