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Glama
daskoon

Godot MCP

by daskoon

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+)

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

Disambiguation5/5

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.

Naming Consistency5/5

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.

Tool Count5/5

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.

Completeness3/5

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.

Maintenance

ActivityMaintained
ResponsivenessNo issues