Godot MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| DEBUG | No | Enable detailed logging | false |
| GODOT_PATH | No | Path to Godot executable | Auto-detected |
| READ_ONLY_MODE | No | Restrict to read-only operations | false |
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
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 16 tools
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.
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.
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).
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.