godot-mcp-extended
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| DEBUG | No | Set to "true" to enable detailed server-side debug logging | |
| GODOT_PATH | No | Path 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
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 32 tools
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.
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.
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.
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.