Skip to main content
Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoSet to "true" to enable detailed server-side debug logging
GODOT_PATHNoPath to the Godot executable (overrides automatic detection)

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
launch_editorC

Launch Godot editor for a specific project

run_projectC

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_infoB

Retrieve metadata about a Godot project

create_sceneA

Create a new Godot scene file

add_nodeB

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_uidsB

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

dotnet_buildB

Build the .NET solution/project of a Godot 4.x game and return structured compiler diagnostics

dotnet_testC

Run dotnet test for a Godot 4.x .NET project and return structured results

run_project_captureA

Run a Godot project headless for a fixed duration, parse [SIGNAL] JSON markers from output, and return an exit verdict

hook_execA

Send an allow-listed command (tree|read|shot|quit|press|stats) to the opt-in signal_hook in a running game. Requires an active run_project session with the hook installed.

dump_sceneA

Parse a .tscn scene file statically (no Godot run) and return its node tree with properties

list_assetsB

List files inside a Godot project with optional extension filter and paging

get_project_settingsB

Read project.godot and return parsed sections (application, autoload, input, etc.) capped for AI use

set_node_propertyB

Set a property on a node in an existing scene (offline, headless Godot)

remove_nodeB

Remove a node (and its children) from an existing scene

rename_nodeC

Rename a node in an existing scene

duplicate_nodeC

Duplicate a node in an existing scene as a sibling

instance_sceneC

Instance a source .tscn into another scene under a parent node

create_scriptB

Create a new GDScript file in the project from a template or inline content

attach_scriptC

Attach an existing GDScript to a node in a scene

connect_signalC

Connect a signal from one node to a method on another node in a scene

check_scriptA

Parse a GDScript file with Godot --check-only and return structured errors

run_testsB

Discover test scenes/scripts (test.tscn, test.gd, GUT) and run them headless with a summary

export_checkB

Validate export_presets.cfg and optionally run a real export (doExport=true)

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.2/5.0

Scored across 32 tools

Disambiguation4/5

Most tools target clearly distinct resources or actions (scene editing, node ops, scripts, build, test, assets, settings). The main ambiguity is within the run/export families: run_project vs run_project_capture and export_check vs export_mesh_library require reading descriptions to choose correctly.

Naming Consistency4/5

29 of 32 tools follow a consistent verb_noun snake_case pattern (create_scene, add_node, run_tests, etc.). The three exceptions (dotnet_build, dotnet_test, hook_exec) use a noun_verb order, but they are internally consistent and readable.

Tool Count3/5

At 32 tools this is heavy, and some candidates could be consolidated (e.g. run_project and run_project_capture). However, the server is explicitly 'extended' and spans several broad Godot domains, so most tools earn their place.

Completeness4/5

Coverage is strong across scene lifecycle, node editing, scripting, running/debugging, build/test, assets, settings, and export. Minor gaps remain: no delete/rename scene or script tools, no disconnect_signal, and no explicit script content editing beyond creation from template.

Maintenance

ActivityMaintained
ResponsivenessNo issues