Godot MCP
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+) |
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
Each tool targets a distinct action (launch, run, stop, get, create, add, load, export, save, update) on a specific resource (editor, project, scene, node, sprite, UID). Minor overlap between run_project and get_debug_output is resolved by descriptions. No two tools appear to do the same thing.
All 14 tools use snake_case with a clear verb_noun pattern (e.g., launch_editor, get_project_info, create_scene). No mixing of conventions or vague names. The naming is highly predictable.
14 tools is well within the typical 3-15 range and each tool covers a distinct functional area (editor control, project management, scene editing, UID handling). No tool feels redundant or out of scope.
The toolset covers scene creation, node addition, sprite loading, saving, and UID management, but lacks tools for reading scene structure, removing nodes, updating node properties, or deleting scenes. Project creation and settings modification are also absent. These gaps prevent full CRUD lifecycle support for scene editing.