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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoWhen set to "true", prints detailed debug logging (to stderr).
GODOT_PATHNoFull path to the Godot executable (overrides auto-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

run_sceneB

Run a specific Godot scene 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

list_project_filesB

List Godot scenes, scripts, resources, and shaders in a 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+)

get_scene_insightsA

Understand a Godot scene file (.tscn): node hierarchy, attached scripts, and signal connections. Returns structured JSON so the agent can understand scene architecture without reading raw scene files.

get_node_insightsA

Understand a GDScript file (.gd): class name, extends, signals, exports, variables, methods, and dependencies. Returns structured JSON so the agent can understand a script without reading raw code.

quit_godotA

Close the Godot editor that was launched by this MCP server via launch_editor. Only closes editors spawned by this server.

view_logA

View recent console output from the last launched editor or running project. Returns the last N lines of captured stdout/stderr.

capture_screenshotA

Run a Godot scene and capture a screenshot of the rendered output. Returns the image so the agent can visually verify the scene. Requires a real display (not --headless). On headless Linux, wrap Godot with xvfb-run.

capture_scene_screenshotA

Load a specific .tscn scene file and capture one rendered frame without running the full project. Returns the image for visual inspection. Requires a real display (not --headless).

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.3/5.0

Scored across 22 tools

Disambiguation3/5

Several near-overlapping pairs exist: get_debug_output/view_log both retrieve process output, run_project/run_scene and capture_screenshot/capture_scene_screenshot are similar paired operations, though descriptions mostly clarify the differences. get_node_insights is also misleading since it analyzes .gd script files, not scene-tree nodes, even though the description does clarify this.

Naming Consistency5/5

All 22 tools follow a consistent snake_case verb_noun pattern (launch_editor, run_project, list_projects, capture_scene_screenshot) with no mixed conventions, vague single-word verbs, or stylistic deviations. Compound forms like update_project_uids and get_godot_version remain within the same predictable pattern.

Tool Count3/5

At 22 tools, this sits in the heavy range, and several are ultra-specific (export_mesh_library, load_sprite, update_project_uids) that feel like edge-case additions rather than core workflow tools. However, the server does span project management, scene editing, debugging, and screenshot capture, so most tools have a legitimate place.

Completeness3/5

Project discovery, launching, running, debugging, and screenshot verification are well covered, but scene editing has dead ends: create_scene/add_node/save_scene exist with no remove_node or delete_scene counterpart. There is also no script creation or editing despite get_node_insights providing deep GDScript analysis, leaving the authoring surface one-directional.

Maintenance

ActivityMaintained
ResponsivenessNo issues