Skip to main content
Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

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

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+)

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.4/5.0

Scored across 14 tools

Disambiguation4/5

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.

Naming Consistency5/5

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.

Tool Count5/5

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.

Completeness3/5

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.

Maintenance

ActivityMaintained
ResponsivenessNo issues