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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoEnable detailed loggingfalse
GODOT_PATHNoPath to Godot executableAuto-detected
READ_ONLY_MODENoRestrict to read-only operationsfalse

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
get_godot_versionA

Get the installed Godot version

stop_projectA

Stop the currently running Godot project

get_debug_outputB

Get the current debug output and errors

launch_editorC

Launch Godot editor for a specific project

run_projectC

Run the Godot project and capture output

list_projectsA

List Godot projects in a directory

get_project_infoB

Retrieve metadata about a Godot project

create_sceneC

Create a new scene in a Godot project

add_nodeC

Add a node to an existing scene in a Godot project

edit_nodeB

Edit properties of an existing node in a Godot scene

remove_nodeB

Remove a node from an existing scene in a Godot project

load_spriteB

Load a sprite/texture into a Sprite2D node in a Godot scene

export_mesh_libraryB

Export a 3D scene as a MeshLibrary resource for GridMap

save_sceneC

Save a scene, optionally as a new variant

get_uidB

Get the UID for a specific file in a Godot project (for Godot 4.4+)

update_project_uidsB

Update UID references in a Godot project by resaving resources (for Godot 4.4+)

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.4/5.0

Scored across 16 tools

Disambiguation5/5

Each tool targets a specific action and resource: scene creation, node manipulation, project execution, debugging, etc. There is no ambiguity or overlap between tools like add_node, edit_node, remove_node, or create_scene, save_scene.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern (e.g., add_node, create_scene, get_godot_version) using snake_case. Verbs are uniform and descriptive, making the set predictable.

Tool Count4/5

With 16 tools, the set is slightly above the typical 3-15 range but still well-scoped for Godot project management and scene editing. Each tool serves a distinct purpose, though a few could be merged (e.g., get_godot_version and get_project_info).

Completeness3/5

The set covers core workflows like scene creation, node editing, and project execution, but lacks essential operations like opening/listening scenes, managing resources (scripts, textures), or editing project settings. Gaps exist for a full development lifecycle.

Maintenance

ActivityInactive
ResponsivenessNo issues