Godot MCP - Full Control
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 | |
| GODOT_PATH | No | Path to the Godot executable (overrides auto-detection) | |
| GODOT_MCP_ALLOWED_DIRS | No | Optional. Restrict all project tools, project discovery and export destinations to these roots. Use ";" or "," on Windows, and ":" or "," on other systems. Existing symbolic links are resolved before checking access. When unset, any project root is allowed. |
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 |
|---|---|
| launch_editorB | Launch Godot editor for a specific project |
| run_projectB | Run the Godot project and capture output |
| get_debug_outputB | Get the current debug output and errors |
| stop_projectA | Stop the currently running Godot project |
| get_godot_versionA | Get the installed Godot version |
| list_projectsA | List Godot projects in a directory |
| get_project_infoC | Retrieve metadata about a Godot project |
| create_sceneC | Create a new Godot scene file |
| add_nodeC | Add a node to an existing scene |
| load_spriteC | Load a sprite into a Sprite2D node |
| export_mesh_libraryB | Export a scene as a MeshLibrary resource |
| save_sceneC | Save changes to a scene file |
| get_uidB | Get the UID for a specific file in a Godot project (for Godot 4.4+) |
| update_project_uidsA | Update UID references by resaving resources (4.4+) |
| game_screenshotA | Screenshot the running game (returns base64 PNG) |
| game_clickA | Click at a position in the running Godot game window |
| game_key_pressC | Send a key press or input action to the running game |
| game_mouse_moveB | Move the mouse in the running Godot game |
| game_get_uiB | Get visible UI elements from the running game |
| game_get_scene_treeB | Get scene tree structure of the running game |
| game_evalC | Execute GDScript in the running game. Use "return" for values. |
| game_get_propertyB | Get a property value from any node in the running game by its path |
| game_set_propertyC | Set a property on a node in the running game |
| game_call_methodC | Call a method on any node in the running game with optional arguments |
| game_get_node_infoB | Get node info: class, properties, signals, methods, children |
| game_instantiate_sceneA | Load a PackedScene and add it as a child of a node in the running game |
| game_remove_nodeB | Remove and free a node from the running game's scene tree |
| game_change_sceneA | Switch to a different scene file in the running game |
| game_pauseB | Pause or unpause the running game |
| game_performanceA | Get performance metrics (FPS, memory, draw calls) |
| game_waitB | Wait N frames in the running game |
| read_sceneB | Read scene file as JSON node tree (headless) |
| modify_scene_nodeA | Modify node properties in a scene file (headless) |
| remove_scene_nodeB | Remove a node from a scene file (headless) |
| read_project_settingsA | Read project.godot as structured JSON |
| modify_project_settingsC | Modify a project.godot setting |
| list_project_filesB | List project files, optionally filtered by extension |
| game_connect_signalB | Connect a signal from one node to a method on another node in the running game |
| game_disconnect_signalB | Disconnect a signal connection in the running game |
| game_emit_signalC | Emit a signal on a node in the running game, optionally with arguments |
| game_play_animationB | Control an AnimationPlayer node: play, stop, pause, or list animations |
| game_tween_propertyC | Tween a node property in the running game |
| game_get_nodes_in_groupA | Get all nodes belonging to a specific group in the running game |
| game_find_nodes_by_classB | Find all nodes of a specific class type in the running game |
| game_reparent_nodeA | Move a node to a new parent in the running game's scene tree |
| attach_scriptB | Attach a GDScript to a scene node (headless) |
| create_resourceB | Create a .tres resource file (headless) |
| read_fileC | Read a text file from a Godot project |
| write_fileA | Create or overwrite a text file in a Godot project |
| delete_fileB | Delete a file from a Godot project |
| create_directoryC | Create a directory inside 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_holdA | Hold a key down without auto-releasing |
| game_key_releaseA | Release a previously held key |
| game_scrollC | Send mouse scroll wheel event at position |
| game_mouse_dragC | Drag mouse between two points over N frames |
| game_gamepadA | Send gamepad button or axis input event |
| create_projectB | Create a new Godot project from scratch |
| create_csharp_scriptA | Create a C# script file in a Godot .NET project |
| manage_autoloadsB | Add, remove, or list autoloads in a Godot project |
| manage_input_mapC | Add, remove, or list input actions and bindings |
| manage_export_presetsC | Create or modify export preset configuration |
| game_get_cameraA | Get active camera position, rotation, and size |
| game_set_cameraC | Move or rotate the active camera |
| game_raycastB | Cast a ray and return collision results |
| game_get_audioB | Get audio bus layout and playing streams |
| game_spawn_nodeB | Create a new node of any type at runtime |
| game_set_shader_paramC | Set a shader parameter on a node's material |
| game_audio_playC | Play, stop, or pause an AudioStreamPlayer node |
| game_audio_busB | Set volume, mute, or solo on an audio bus |
| game_navigate_pathC | Query a navigation path between two points |
| game_tilemapC | Get or set cells in a TileMapLayer node |
| game_add_collisionC | Add a collision shape to a physics body node |
| game_environmentC | Get or set environment and post-processing settings |
| game_manage_groupC | Add or remove a node from a group, or list groups |
| game_create_timerC | Create a Timer node with configuration |
| game_set_particlesC | Configure GPUParticles2D/3D node properties |
| game_create_animationC | Create an animation with tracks and keyframes |
| export_projectC | Export a Godot project using a preset |
| game_serialize_stateC | Save or load node tree state as JSON |
| game_physics_bodyC | Configure physics body properties (mass, velocity, etc.) |
| game_create_jointC | Create a physics joint between two bodies |
| game_bone_poseB | Get or set bone poses on a Skeleton3D node |
| game_ui_themeC | Apply theme overrides to a Control node |
| game_viewportC | Create or configure a SubViewport node |
| game_debug_drawB | Draw debug lines, spheres, or boxes in 3D |
| game_http_requestB | HTTP GET/POST/PUT/DELETE with headers and body |
| game_websocketC | WebSocket client connect/disconnect/send messages |
| game_multiplayerC | ENet multiplayer create server/client/disconnect |
| game_rpcC | Call or configure RPC methods on nodes |
| game_touchC | Simulate touch press/release/drag and gestures |
| game_input_stateC | Query pressed keys, mouse position, connected pads |
| game_input_actionC | Manage runtime InputMap actions and strength |
| game_list_signalsC | List all signals on a node with connections |
| game_await_signalC | Await a signal with timeout and return args |
| game_scriptC | Attach, detach, or get source of node scripts |
| game_windowC | Get/set window size, fullscreen, title, position |
| game_os_infoA | Get platform, locale, screen, adapter, memory info |
| game_time_scaleC | Get/set Engine.time_scale and timing info |
| game_process_modeC | Set node process mode (pausable/always/disabled) |
| game_world_settingsC | Get/set gravity, physics FPS, and world settings |
| game_csgC | Create/configure CSG nodes with boolean operations |
| game_multimeshB | Create/configure MultiMeshInstance3D for instancing |
| game_procedural_meshC | Generate meshes via ArrayMesh from vertex data |
| game_light_3dB | Create/configure 3D lights (directional/omni/spot) |
| game_mesh_instanceC | Create MeshInstance3D with primitive meshes |
| game_gridmapC | GridMap set/get/clear cells and query used cells |
| game_3d_effectsB | Create ReflectionProbe, Decal, or FogVolume |
| game_giB | Create/configure VoxelGI or LightmapGI |
| game_path_3dC | Create Path3D/Curve3D and manage curve points |
| game_skyC | Create/configure Sky with procedural/physical sky |
| game_camera_attributesB | Configure DOF, exposure, auto-exposure on camera |
| game_navigation_3dB | Create/configure NavigationRegion3D and bake |
| game_physics_3dC | Area3D queries and point/shape intersection tests |
| game_canvasC | Create/configure CanvasLayer and CanvasModulate |
| game_canvas_drawC | 2D drawing: line/rect/circle/polygon/text/clear |
| game_light_2dC | Create/configure 2D lights and light occluders |
| game_parallaxB | Create/configure ParallaxBackground and layers |
| game_shape_2dC | Line2D/Polygon2D point manipulation |
| game_path_2dD | Path2D/Curve2D management and AnimatedSprite2D |
| game_physics_2dB | Area2D queries and 2D point/shape intersections |
| game_animation_treeC | AnimationTree state machine travel and params |
| game_animation_controlC | AnimationPlayer seek/queue/speed/info control |
| game_skeleton_ikC | SkeletonIK3D start/stop/set target position |
| game_audio_effectC | Add/remove/configure audio bus effects |
| game_audio_bus_layoutC | Create/remove audio buses and routing |
| game_audio_spatialC | Configure AudioStreamPlayer3D spatial properties |
| rename_fileB | Rename or move a file within the project |
| manage_resourceC | Read or modify .tres/.res resource files |
| 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 |
| manage_scene_signalsB | List/add/remove signal connections in .tscn files |
| manage_layersC | List/set named layer definitions in project |
| manage_pluginsC | List/enable/disable editor plugins |
| manage_shaderC | Create or read .gdshader files |
| manage_theme_resourceB | Create/read/modify Theme .tres resources |
| set_main_sceneC | Set the main scene in project.godot |
| manage_scene_structureC | Rename/duplicate/move nodes within .tscn scenes |
| manage_translationsC | List/add/remove translation files in project |
| game_localeB | Set/get locale and translate strings at runtime |
| game_ui_controlB | Set focus, anchors, tooltip, mouse filter on Control |
| game_ui_textB | LineEdit/TextEdit/RichTextLabel text operations |
| game_ui_popupB | Show/hide/popup for Popup/Dialog/Window nodes |
| game_ui_treeB | Tree control: get/select/collapse/add/remove items |
| game_ui_item_listB | ItemList/OptionButton: get/select/add/remove items |
| game_ui_tabsC | TabContainer/TabBar: get/set current tab |
| game_ui_menuC | PopupMenu/MenuBar: add/remove/get menu items |
| game_ui_rangeC | ProgressBar/Slider/SpinBox/ColorPicker get/set |
| game_render_settingsC | Get/set MSAA, FXAA, TAA, scaling mode/scale |
| game_resourceC | Runtime resource load, save, or preload |
| game_visual_shaderC | Create and edit VisualShader graphs: add/connect/disconnect nodes |
| game_terrainC | Create/modify terrain meshes from heightmap data |
| game_videoB | Video playback control: play, pause, stop, seek on VideoStreamPlayer |
| manage_ci_pipelineB | Create/read GitHub Actions workflow for automated Godot exports |
| manage_docker_exportC | Create Dockerfile for headless Godot export |
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 157 tools
The 157-tool surface contains many overlapping runtime helpers: game_get_property vs game_get_node_info, game_script vs attach_script, game_audio_play vs game_audio_effect, and multiple scene/UI/light/path operations blur boundaries. Descriptions help somewhat, but an agent faces real misselection risk across similarly named game_* tools.
All names use snake_case, which is good, but the set mixes several prefix conventions: plain verbs (create_scene), game_* runtime tools, manage_* editor tools, and ad hoc prefixes like validate_* and set_*. The pattern is readable but not fully predictable.
157 tools is a severe overreach for practical agent use, far beyond the 3-15 sweet spot. Even with a broad 'full control' domain, this surface is too large to be navigated reliably and should be split into focused servers or grouped tools.
Coverage is extensive across editor, project files, runtime manipulation, UI, audio, 3D, networking, and export workflows. Minor gaps remain, such as full asset-import or project-deletion lifecycle, but the surface is broadly complete.