Godot MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
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+) |
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 14 tools
Most tools target clearly distinct actions, such as launch vs run vs stop project, or get version vs project info. However, load_sprite overlaps with add_node as a specialized node-addition tool, and launch_editor vs run_project may be confused by agents unfamiliar with Godot workflows.
All 14 tools use snake_case with a consistent verb_noun pattern (launch_editor, create_scene, get_uid, update_project_uids). There are no deviations in convention, making the set highly predictable.
14 tools sits comfortably within the ideal 3–15 range. Each tool earns its place across project lifecycle, scene editing, and UID management without redundancy.
The surface covers launch/run/debug/stop, project discovery, scene creation, node addition, and UID management. However, it lacks scene lifecycle essentials like delete_scene or remove_node, and no node property update tool exists, which could block common editing workflows.