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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DISABLE_TELEMETRYNoSet to 'true' to disable anonymous telemetry (cross-tool convention).
GODOT_AI_DISABLE_TELEMETRYNoSet to 'true' to disable anonymous telemetry.

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": true
}
logging
{}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
extensions
{
  "io.modelcontextprotocol/ui": {}
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
session_activateA

Set the active Godot editor session for subsequent tool calls.

Accepts either an exact session_id or a substring hint matched against the session's short name (project folder basename), project_path, or session_id. An exact id match always wins; a substring must resolve to exactly one session or the tool returns an error listing the candidates.

session_manageC

Session listing.

Resource form: godot://sessions — prefer for resource-aware clients.

Ops: • list() List every connected Godot editor with metadata: session_id, short name, godot_version, project_path, plugin_version, server_version, editor_pid, server_launch_mode, current_scene, play_state, readiness, connected_at, last_seen, is_active.

editor_stateA

Get current Godot editor state: version, readiness, open scene, play state.

Resource form: godot://editor/state — prefer for active-session reads. Also reachable as editor_manage(op="state") (same handler) for clients that prefer a single rolled-up tool.

Side effect: refreshes the server's session readiness cache from the live editor reply. Useful as a recovery step after a write call is rejected as EDITOR_NOT_READY (state=playing) when you already know the game has stopped — calling editor_state once syncs the cache and the next write proceeds. Issue #262.

Response includes game_status for authoritative game liveness, plus helper_live (status == "live") and session_active (status not in {"not_live", "stopped"}) mirrored from the same fields inside game_status. is_playing remains raw editor play-state; use game_status.status for liveness decisions. game_status.status="break" means the game process is parked in a remote-debugger break (boot-time parse errors do this before the game helper registers); it will not resume on its own — call project_manage(op="stop").

logs_readA

Read recent log lines from the Godot editor, plugin, or running game.

Resource form: godot://logs/recent — prefer for active-session reads.

Sources:

  • "plugin" (default): MCP plugin recv/send/event traffic. Buffer 500.

  • "game": stdout/stderr/push_error/push_warning from playing game via _mcp_game_helper autoload (Godot 4.5+). Buffer 2000, with lines retained across runs and tagged by run_id. Default reads return current-run lines only; pass since_run_id from an earlier response to read that prior run. Entries: {source, level, text, run_id}; response carries run_id, current_run_id, game_status, helper_live, session_active, dropped_count, stale_run_id. helper_live and session_active mirror the same fields inside game_status; is_running is retained as a compatibility alias of session_active. Boot-time parse/load errors fire before the game helper's logger attaches, so they are NEVER in this buffer; when editor-side errors were recorded during the current run the response adds editor_errors_count and editor_errors_hint pointing at source="editor" — treat a clean game log carrying that hint as a run that lost scripts, not a clean launch.

  • "editor": editor-process script errors and the Debugger dock's visible Errors-tab rows — parse errors, GDScript reload warnings, @tool/EditorPlugin runtime errors, push_error/push_warning. Logger-backed entries require Godot 4.5+; Errors-tab rows are read from the editor UI when available. Use when the editor Output or Debugger Errors panel shows red/yellow rows but other sources turned up nothing. Buffer 500 for logger-backed entries; Debugger rows are live UI state. Entries: {source, level, text, path, line, function}. Filtered to .gd/.cs in the user project for Logger-backed entries; addons/godot_ai/ dropped. Logger entries fired before plugin enable are not captured.

  • "all": plugin → editor → game lines (with source per entry).

Tail pattern: for game logs, poll the current run with offset=N and keep the returned run_id. current_run_id identifies the active run; run_id identifies the run being read. Passing since_run_id=old_run_id reads retained lines for that prior run, and stale_run_id: true means the requested run is not the current run. For editor logs, read once to capture next_cursor and pass it back as since_cursor on later calls. since_cursor reads Logger-backed editor entries only; live Debugger Errors-tab rows are included in regular source="editor" reads but do not have stable cursors. When since_cursor is set, it supersedes offset. truncated: true means older entries fell out of the ring before the poll; continue from the returned next_cursor and treat oldest_cursor as the earliest retained sequence. Set include_details=True for Errors-tab style metadata on game/editor entries: original code/rationale, error type, resolved source, and stack frames. Default false preserves compact responses.

editor_screenshotA

Capture a screenshot of the Godot editor viewport or running game.

Picking a source: the default "viewport" captures the editor's 3D viewport, which is empty if the edited scene has no Node3D anywhere in the tree (or no scene is open). Those cases return EDITOR_NOT_READY with error.data = {editor_state: "viewport_not_3d", scene_root_type} and an actionable error.message — switch to "cinematic" if the scene has a Camera3D, or open a scene with 3D content.

Sources:

  • "viewport" (default): editor 3D viewport. Requires Node3D content in the edited scene (root or any descendant); see above for the no-3D-content / no-scene error shape.

  • "viewport_2d": editor 2D viewport. Use for 2D scenes. Not compatible with view_target/coverage/elevation/azimuth/fov.

  • "cinematic": render edited scene through its active Camera3D (no editor gizmos). Prefers a Camera3D marked current; falls back to the first Camera3D found in a depth-first walk. NODE_NOT_FOUND only when the scene contains no Camera3D at all.

  • "game": running game's framebuffer (only when project is running).

include_image=True (default) returns an MCP ImageContent block. view_target (comma-separated Node3D paths) reframes editor camera; AABB metadata always returned. coverage=True with view_target captures perspective + orthographic top-down references.

editor_reload_pluginA

Reload the Godot editor plugin.

Disables and re-enables the plugin on the next frame. The response shape depends on whether this MCP server was spawned by the plugin or launched externally:

  • Plugin-managed (default install): returns a pre-flight ack {status: "reload_initiated", transport_will_drop: true, old_session_id, guidance} immediately. The reload kills this server, so the WebSocket transport drops; reconnect and call session_manage(op="list") to find the new session_id.

  • Externally launched (e.g. python -m godot_ai --transport streamable-http --port 8000 --reload): waits for the new session to register and returns {status: "reloaded", old_session_id, new_session_id}.

editor_manageA

Editor selection, performance monitors, quit, log clearing, game eval.

Resource forms (prefer for active-session reads): godot://editor/state, godot://selection/current, godot://performance

Ops: • state() Editor version, project name, current scene, readiness, play state. • selection_get() Currently selected node paths in the editor. • selection_set(paths) Replace the selection with the given list of scene paths. • monitors_get(monitors=None) Performance singleton values (FPS, memory, draw calls, etc.). Pass a list of monitor names to filter; None returns everything. • quit() Gracefully quit the Godot editor on next frame. • logs_clear(clear_debugger_errors=False) Clear the MCP log buffer. Returns cleared_count. Pass clear_debugger_errors=True to also clear the Debugger dock's visible Errors-tab rows (user-facing UI, so opt-in only); the response then includes debugger_errors_cleared. • game_eval(code) Execute GDScript in the running game with return values. Uses 'await' so user code can await internally. Errors return fast and actionable: EVAL_COMPILE_ERROR for a syntax/parse error, EVAL_RUNTIME_ERROR (with the real message + line) for a runtime error; EVAL_GAME_NOT_READY if the game isn't ready yet — still launching (retry once it's up) or the _mcp_game_helper autoload is missing/disabled; a genuine infinite loop / never-firing await still times out. 'await' only progresses while the game window is focused.

scene_get_hierarchyA

Get the scene tree hierarchy from the open scene.

Returns a paginated flat list of nodes with name, type, path, and child count. Walks up to the specified depth.

Resource form: godot://scene/hierarchy — prefer for active-session reads.

scene_openA

Open an existing scene file (.tscn) in the editor.

If path is already the currently edited scene this is a no-op — the in-memory state (including any unsaved MCP mutations) is preserved. Pass force_reload=True when the file on disk is the authority and the editor should discard the open in-memory copy and re-read the scene from disk.

The reply is sent only after the editor has actually switched to the requested scene (switched: true), so follow-up writes are safe immediately. switched: false with settle: "timeout" means the switch had not landed within the wait window. In synchronous contexts (e.g. inside batch_execute) the reply returns immediately with switched: false and settle: "not_waited". In both of those cases, re-check editor_state before issuing follow-up writes.

scene_saveB

Save the currently edited scene to disk.

scene_manageA

Scene authoring (create, save_as, list open roots).

Resource form: godot://scene/current and godot://scene/hierarchy — prefer for active-session reads.

Ops: • create(path, root_type="Node3D", root_name="") Create a new .tscn with the given root and open it. root_name defaults to filename basename when empty. • save_as(path) Save the currently edited scene to a new file path. • get_roots() List scenes currently open in the editor; flag the edited one.

node_get_propertiesA

Get all properties of a node.

Resource form: godot://node/{path}/properties — prefer for active-session reads.

node_createA

Create (spawn) a new node in the scene tree.

Creates a node of the given type and adds it to the parent, or instantiates a PackedScene from scene_path. type and scene_path are mutually exclusive — when scene_path is given, type is ignored.

node_set_propertyA

Set a property on a node.

Verify the property name first — call node_get_properties (or read godot://node/{path}/properties) to confirm the exact name and type before writing. Guessing common Godot names often fails with PROPERTY_NOT_ON_CLASS because Godot's actual properties differ from intuition (e.g. Camera3D uses fov/current, not field_of_view; Sprite2D uses texture, not image; Node3D uses position/rotation/scale, not transform.origin).

Coerces value to the property's type:

  • Vector2/Vector3: dict with x/y/z keys.

  • Color: dict {r,g,b,a} or hex string ("#ff0000").

  • NodePath: string ("../Other/Node").

  • Resource: res:// path string (loads + assigns); null/"" clears. For a fresh built-in resource, pass {"__class__": "BoxMesh", ...}. See resource_manage(op="create") for more control.

  • StringName: plain string. Array/Dictionary: JSON list/object.

node_findA

Find nodes in the scene tree by name, type, or group.

At least one filter must be provided. Filters AND together. Paginated.

node_manageA

Node tree manipulation (delete, duplicate, rename, reorder, reparent, groups, hierarchy reads).

Resource forms (prefer for active-session reads): godot://node/{path}/properties, godot://node/{path}/children, godot://node/{path}/groups

Ops: • get_children(path) Direct children of a node (name, type, path each). • get_groups(path) Group names the node belongs to. • delete(path, scene_file="") Remove the node. Cannot delete scene root. Undoable. • duplicate(path, name="", scene_file="") Deep-copy a node + children as a sibling. Cannot duplicate scene root. • rename(path, new_name, scene_file="") Rename a node. Sibling-name collision and "/" / ":" / "@" rules apply. • move(path, index, scene_file="") Reorder among siblings. Index 0 = first. • reparent(path, new_parent, scene_file="") Move under a new parent. Children preserved. Cannot move into descendants. • add_to_group(path, group, scene_file="") Add the node to a group. • remove_from_group(path, group, scene_file="") Remove the node from a group.

All write ops accept the optional scene_file guard — if non-empty, the mutation fails with EDITED_SCENE_MISMATCH when the editor's current scene doesn't match.

project_runA

Run (play) the Godot project from the editor.

Modes:

  • "main": Run the project's main scene (default).

  • "current": Run the currently open scene.

  • "custom": Run a specific scene (requires scene).

Idempotent: if the project is already running, returns success with data.was_already_running=true (no scene switch). To switch scenes, call project_manage(op="stop") first, then project_run again.

After starting playback, waits briefly for the Godot AI game helper to check in. The response includes game_status, helper_live (status == "live"), session_active (status not in {"not_live", "stopped"}), and any recent_errors observed during the run window. The top-level booleans mirror the same fields inside game_status. game_status.status="not_live" means playback launched but the game did not become live before the helper-ready window elapsed; "no_helper" means the project has no _mcp_game_helper autoload, as with some headless/custom-main-loop setups (helper_live=false, session_active=true); "stopped" means playback stopped or never became active before liveness could be confirmed (helper_live=false, session_active=false); "break" means the game process is parked in a remote-debugger break — during boot this is a GDScript parse/load error that froze the game before the helper could register, and the response names the failing script when captured (game_status.break = {reason, can_debug, pre_live}). A game at a break cannot continue on its own: call project_manage(op="stop"), fix the error, and relaunch. Poll editor_state to see late transitions.

project_manageA

Project run/stop and project.godot settings.

Resource form: godot://project/info and godot://project/settings — prefer for active-session reads.

Ops: • stop() Stop the running project (game). Takes no params — call as project_manage(op="stop") or with params={}. Idempotent: succeeds with was_running=false if the project isn't running. Do NOT pass extra fields like force or reason inside params — only the registered keys are accepted (here, none). For multi-editor setups, pass session_id as a sibling of op/params, not inside params. • settings_get(key) Read a ProjectSettings key (e.g. "application/config/name"). • settings_set(key, value) Write a ProjectSettings key and persist to project.godot.

script_createA

Create a new GDScript source file (.gd) on disk.

Writes content to a .gd file in the project. Overwrites if it exists. Triggers a filesystem scan. New files include data.cleanup.rm listing the .gd + .gd.uid sidecar; overwrite omits it.

script_patchA

Anchor-based string-replace edit on a .gd file.

Finds an exact old_text and replaces with new_text. Fails on multiple matches unless replace_all=True; fails on zero matches. Exact byte match (whitespace significant). Triggers filesystem scan. Not undoable via Ctrl+Z.

script_attachA

Attach a script to a node in the scene tree.

Replaces any existing script on the node. Undoable.

script_manageB

Script (.gd) reading, detachment, and outline.

Resource form: godot://script/{path} — prefer for active-session reads.

Ops: • read(path) Read full source, line count, file size. • detach(path) Remove the currently attached script from a node. Undoable. • find_symbols(path) Outline a .gd — class_name, extends, functions, signals, @export vars.

resource_manageA

Resource (asset) search, inspection, assignment, and creation. Covers generic Resource subclasses plus specialized authoring (Curve, Environment, physics shapes, gradient/noise textures).

Ops: • search(type="", path="", offset=0, limit=100) Search for resources by type or path. Type matching includes subclasses. At least one filter required. Paginated. • load(path) Inspect a .tres / .res — returns type and editor-visible properties. • assign(path, property, resource_path) Load and assign a resource to a node property. Undoable. • get_info(type) Introspect a Resource class — properties, parent, abstract flag, concrete_subclasses (for abstract bases). Read-only. • create(type, properties=None, path="", property="", resource_path="", overwrite=False) Instantiate a Resource subclass. Either path+property (assign to a node, undoable) or resource_path (save to .tres). For specific families (Curve, Environment, etc.) prefer the dedicated ops. • curve_set_points(points, path="", property="", resource_path="") Replace all points on a Curve / Curve2D / Curve3D. Auto-creates the curve resource if the slot is empty (curve_created flag). • environment_create(path="", preset="default", properties=None, sky=None, resource_path="", overwrite=False) Build Environment + Sky chain. Presets: default | clear | sunset | night | fog. sky may be bool or a procedural sky dict such as {"sky_material": "procedural", "sky_top_color": "#0f172a"}. Either assign to a WorldEnvironment node or save .tres. • physics_shape_autofit(path, source_path="", shape_type="") Size a CollisionShape2D/3D to a nearby visual's bounds. Searches direct siblings then parent-siblings (handles nested Body→Collision layouts). Ambiguous matches return candidate paths in error.data.candidates. Auto-creates the concrete Shape subclass if needed. shape_type accepts either the short form ("box", "sphere", "capsule", "cylinder" for 3D; "rectangle", "circle", "capsule" for 2D) or the matching Godot class name ("BoxShape3D", "RectangleShape2D", etc.). • gradient_texture_create(stops, width=256, height=1, fill="linear", path="", property="", resource_path="", overwrite=False) Build GradientTexture2D from color stops. fill: linear | radial | square. • noise_texture_create(noise_type="simplex_smooth", width=512, height=512, frequency=0.01, seed=0, fractal_octaves=0, path="", property="", resource_path="", overwrite=False) Build NoiseTexture2D wrapping FastNoiseLite. Noise types: simplex | simplex_smooth | perlin | cellular | value | value_cubic.

api_manageA

Inspect Godot API documentation-shaped metadata from the connected editor's ClassDB: "what properties does X have", method signatures, signals, enums, constants, defaults, and property hint strings.

Resource form (prefer for active-session reads): godot://class/{class_name}

Ops:

  • get_class(class_name, sections=None, include_inherited=False, include_inheritors=False, offset=0, limit=100) Return selected class-reference sections without creating a scene instance. sections may be a comma-separated string or list containing properties, methods, signals, enums, constants, inheritors. For pagination, request one section at a time so offset/limit apply only to the list you are paging.

filesystem_manageA

Project filesystem access via the Godot editor's EditorFileSystem.

Ops: • read_text(path) Read a text file at a res:// path. Returns content, size, line_count. • write_text(path, content="") Create or overwrite a text file. Triggers an editor filesystem scan. Newly-created files include data.cleanup.rm for transient smoke tests; overwrite omits the field. • reimport(paths) Force-reimport the listed files via EditorFileSystem.update_file. paths is a list of res:// paths. • scan() Force a full EditorFileSystem.scan() and wait for it to settle. This is the headless equivalent of the editor regaining window focus: write_text/script_create register single files but do NOT rebuild the global class_name table, so a freshly-created class_name MyThing extends Resource is invisible to resource_manage/type references until a scan runs. Call this once after adding class_name scripts when the editor isn't focused. Single-flight (awaits any in-progress scan rather than stacking another). Returns scan_completed and global_classes_registered_delta. • search(name="", type="", path="", offset=0, limit=100) Find files by name, resource type, or path substring. At least one filter must be set. Paginated.

client_manageA

Configure AI clients to use this Godot AI MCP server. Writes / removes client config files (Claude Code, Codex, Antigravity, Cursor, Windsurf, Zed, etc.).

Ops: • status() List every supported client with id, display_name, status (configured | not_configured | configured_mismatch | error), and installed flag. • configure(client) Write the MCP server entry into the named client's config file. client is one of the ids returned by status(). • remove(client) Remove this server's entry from the named client's config.

signal_manageA

Signals (Godot's event/observer mechanism) — list, connect, disconnect.

Ops: • list(path, include_editor=False) List all signals on the node and their current connections (built-in and custom). By default editor-internal connections (the SceneTreeEditor dock and friends) are filtered out — pass include_editor=True to surface them. The response carries editor_connection_count so an agent can tell how many were hidden. • connect(path, signal, target, method) Connect a signal from path to a method on the target node. Undoable. • disconnect(path, signal, target, method) Remove an existing connection. Undoable.

autoload_manageB

Autoload (global singleton) management. Autoloads are scripts or scenes loaded automatically at project start, accessible globally by name when singleton=True. Persisted to project.godot.

Ops: • list() List autoloads with name, path, and singleton flag. • add(name, path, singleton=True) Register an autoload (script or PackedScene) by res:// path. • remove(name) Unregister an autoload by name. The underlying file is not deleted.

input_map_manageA

InputMap actions and bindings (keyboard, mouse, gamepad). Persisted to project.godot.

Resource form: godot://input_map — prefer for active-session reads.

Ops: • list(include_builtin=False) List input actions and their bound events. By default only user-authored actions (those persisted in project.godot under input/<name>) are returned; pass include_builtin=True to also surface Godot's ui_* and editor-runtime actions (spatial_editor/*, etc.). The is_builtin field on each entry is true for any action not authored by the user. • add_action(action, deadzone=0.5) Create a new empty input action. deadzone must be in [0.0, 1.0] — Godot uses it as the analog-stick dead-zone threshold; values outside this range are rejected with VALUE_OUT_OF_RANGE. Typical values are 0.2-0.5; leave the default 0.5 unless you have a reason. Not a key-repeat delay. • ensure_action(action, deadzone=0.5) Idempotently create or persist an input action. If the action exists in live InputMap or in project.godot, the existing state is preserved. • remove_action(action) Remove an action and all its event bindings. Also removes actions persisted in project.godot but not loaded in the live InputMap (loaded_in_input_map: false in list), e.g. actions created by a previous editor session. • bind_event(action, event_type, keycode="", ctrl=False, alt=False, shift=False, meta=False, button=None, axis=None, axis_value=1.0) Bind a key/mouse/gamepad event to an action. The action must already exist (call add_action first). event_type is "key" | "mouse_button" | "joy_button" | "joy_axis". - key: keycode is a Godot keycode name string like "A", "Space", "Enter", "Escape", "F1", "Left" — not an integer and not KEY_*. Modifier booleans ctrl / alt / shift / meta optional. - mouse_button: button is an int — 1=left, 2=right, 3=middle, 4=wheel up, 5=wheel down. - joy_button: button is the JoyButton index (e.g. 0=A/Cross, 1=B/Circle). - joy_axis: axis is the JoyAxis index and axis_value is the direction/value, usually -1.0 or 1.0. • ensure_binding(action, event_type, ...) Idempotently ensure the action exists and has the requested binding.

game_manageA

Runtime game inspection and input simulation.

These ops target the running game process through Godot's EngineDebugger bridge. Start the project first with project_run and poll editor_state until game_capture_ready=true.

Ops:

  • get_scene_tree(depth=10, root_path="") Inspect the running scene tree. root_path accepts an absolute runtime path or a scene-relative path rooted at the current scene.

  • get_node_info(path, include_properties=True) Inspect one running node's metadata and optional property snapshot.

  • get_ui_elements(root_path="", include_hidden=False, include_disabled=True, max_depth=10) Inspect visible runtime Control nodes for UI testing. Includes path, type, text where present, disabled state, and rect metadata.

  • input_key(key, pressed=True, echo=False) Send a key press/release to the running game.

  • input_mouse(event, position=None, button="left", pressed=True) Send a mouse motion or button event. event: "motion" | "button". position is a {x, y} object or [x, y] array; omit it to use the game's current cursor position. A present but malformed position is rejected rather than silently falling back to the cursor.

  • input_gamepad(device=0, control="button", index=0, pressed=True, value=0.0) Send a joypad button or axis event. control: "button" | "axis".

  • input_action(action, pressed=True, strength=1.0) Set a project action's pressed state directly in the running game.

  • input_state(actions=None) Read current action pressed states. Empty actions = all project actions.

test_runA

Run GDScript test suites inside the connected Godot editor.

Discovers test_*.gd in res://tests/, instantiates them, and runs all test_* methods. Returns a compact summary by default (counts, suite names, duration) plus failures only. verbose=True includes every individual test result.

The response includes edited_scene (the scene currently open in the editor). Many suites assume the project's main scene is open; if it is not and there are failures, the response also carries a scene_warning — open the main scene (scene_open) and re-run before treating those failures as real.

test_manageA

Test result inspection (re-fetches the most recent test_run payload).

Resource form: godot://test/results — prefer for active-session reads.

Ops: • results_get(verbose=False) Same shape as test_run — full results from the last run, no re-execution. verbose=True includes every individual test result.

batch_executeA

Execute a list of editor sub-commands in order, stopping on first error.

Each item must be {"command": "<plugin_command>", "params": {...}}. Use the underlying plugin command names (e.g. create_node, set_property, delete_node, attach_script), not the MCP tool names. Commands run sequentially; execution stops at the first error. When undo is True (default), any successful sub-commands are rolled back via the scene's undo history if a later sub-command fails, producing atomic-on-failure semantics.

Use this to compose multi-step edits (create node + set property + attach script) into a single tool call. Rollback works for sub-commands that modify the currently edited scene. batch_execute itself is not allowed as a sub-command.

Scene paths are relative to the edited scene root (e.g. "/Main/Enemy"), NOT runtime "/root/..." paths. The example below assumes the scene root is named "Main" — substitute the actual root name.

ui_manageB

UI / Control authoring (HUD, menus, layouts, vector decoration).

Ops: • set_anchor_preset(path, preset, resize_mode="minsize", margin=0) Apply a Control layout preset. preset: top_left | top_right | bottom_left | bottom_right | center_left | center_top | center_right | center_bottom | center | left_wide | top_wide | right_wide | bottom_wide | vcenter_wide | hcenter_wide | full_rect. resize_mode: minsize | keep_width | keep_height | keep_size. Target must be a Control. CanvasLayer is the canonical HUD parent but is not a Control — put a Control child under the CanvasLayer and apply the preset to that overlay. • set_text(path, text) Set text on a Label/Button/LineEdit/TextEdit/RichTextLabel. • build_layout(tree, parent_path="") Atomically build a UI subtree from a nested spec ({type, name?, properties?, anchor_preset?, anchor_margin?, theme?, children?}). Validates everything before mutating. properties is direct node properties only. Theme constants like container spacing live under theme_override_constants/<name> — e.g. {"theme_override_constants/separation": 8} on a VBoxContainer, not {"separation": 8} (which errors). theme and anchor_preset require a Control / Window — for a HUD, nest a Control under a CanvasLayer and apply them to the Control child, not the layer itself. • draw_recipe(path, ops, clear_existing=True) Attach a declarative list of vector _draw() ops to a Control — radar sweeps, gauges, corner brackets, crosshairs, waveforms. Op kinds: line | rect | arc | circle | polyline | polygon | string.

theme_manageA

Theme authoring (Godot's stylesheet-like resource for Controls). Cascades down a Control subtree when assigned via theme_apply.

Ops (pass via op="..." plus a params dict): • create(path, overwrite=False) Create a new empty Theme .tres at a res:// path. • set_color(theme_path, class_name, name, value) Set a color slot. value: "#rrggbb"/"#rrggbbaa", named, or {"r","g","b","a"}. • set_constant(theme_path, class_name, name, value) Set an integer constant (separation, margin, padding). • set_font_size(theme_path, class_name, name, value) Set a font_size slot in pixels. • set_stylebox_flat(theme_path, class_name, name, bg_color?, border_color?, border?, corners?, margins?, shadow?, anti_aliasing?) Compose a StyleBoxFlat (panels, button states, line edits). border/corners/margins/shadow each accept "all" + per-side keys. • apply(node_path, theme_path="") Assign the theme to a Control (cascades to descendants). Empty theme_path clears.

All ops accept session_id on the wrapper to target a specific editor.

animation_createA

Create a new Animation clip inside an AnimationPlayer's default library.

After creating the clip, add tracks via animation_manage ops add_property_track / add_method_track / create_simple. Track node paths are stored relative to the AnimationPlayer's root_node (default: its parent), not to the scene root — see animation_manage preset ops for a forgiving target_path that accepts either form. If player_path doesn't resolve, an AnimationPlayer is auto-created at that path (parent must exist).

animation_manageA

AnimationPlayer authoring (player, tracks, autoplay, presets, playback).

Ops: • player_create(parent_path, name="AnimationPlayer") Create an AnimationPlayer with empty default library. • delete(player_path, animation_name) Delete an animation clip from the default library. Undoable. • validate(player_path, animation_name) Check all track paths resolve. Returns broken_count + per-track issues. • add_property_track(player_path, animation_name, track_path, keyframes, interpolation="linear") Add a property track. track_path: "NodeName:property". keyframes: [{time, value, transition?}, ...]. interpolation: linear|nearest|cubic. • add_method_track(player_path, animation_name, target_node_path, keyframes) Add a method track. keyframes: [{time, method, args?}, ...]. • set_autoplay(player_path, animation_name="") Set autoplay. Empty animation_name clears. • play(player_path, animation_name="") Editor preview. Not saved with scene. • stop(player_path) Stop editor preview. Not saved with scene. • list(player_path) List animations with length, loop_mode, track_count. • get(player_path, animation_name) Inspect a clip's tracks and keyframes in detail. • create_simple(player_path, name, tweens, length=None, loop_mode="none", overwrite=False) High-level: build a multi-track clip from tween specs in one call. tweens: [{target, property, from, to, duration, delay?, transition?}]. • preset_fade(player_path, target_path, mode="in", duration=0.5, animation_name="", overwrite=False) One-call fade-in/out (modulate.a). • preset_slide(player_path, target_path, direction="left", mode="in", distance=None, duration=0.4, animation_name="", overwrite=False) One-call slide-in/out (position). • preset_shake(player_path, target_path, intensity=None, duration=0.3, frequency=30.0, seed=0, animation_name="", overwrite=False) One-call shake (jittered position). • preset_pulse(player_path, target_path, from_scale=1.0, to_scale=1.1, duration=0.4, animation_name="", overwrite=False) One-call pulse / hover-bounce (3-keyframe scale ping-pong).

Preset target_path: accepts either a scene-absolute path (e.g. "/Main/World/Cube", matching every other scene tool) or a path relative to the AnimationPlayer's root_node (e.g. "World/Cube", matching how Animation tracks store node paths). Scene-absolute targets outside the player's root_node subtree are converted to a ..-prefixed track path via root_node.get_path_to(target), the same shape the relative form already accepts.

material_manageA

Material authoring (StandardMaterial3D, ORMMaterial3D, ShaderMaterial, CanvasItemMaterial). Albedo, metallic/roughness, emission, transparency, shader uniforms.

Resource form: godot://materials — prefer for active-session reads.

Ops: • create(path, type="standard", shader_path="", overwrite=False) Create + save a material .tres at a res:// path. type: "standard" | "orm" | "canvas_item" | "shader". For "shader", shader_path points to the .gdshader. • set_param(path, param, value) Set a built-in property on a .tres material. Enum-valued params accept names ("alpha" -> TRANSPARENCY_ALPHA). Color/Vector dicts. Texture properties accept res:// paths. • set_shader_param(path, param, value) Set a shader uniform on a ShaderMaterial. • get(path) Inspect a material (type, params, uniforms, current values). • list(root="res://", type="") List materials under root, optional type filter. • assign(node_path, resource_path="", slot="override", create_if_missing=False, type="standard") Assign a material to a node slot. Slots: "override" | "surface_" | "canvas" | "process". When create_if_missing=True and no resource_path, makes an inline material of type. • apply_to_node(node_path, type="standard", params=None, slot="override", save_to="") High-level: build + set params + assign in one undo. save_to optionally persists to disk. • apply_preset(preset, path="", node_path="", overrides=None) Curated looks: metal, glass, emissive, unlit, matte, ceramic. path saves to disk; node_path assigns to a node; overrides merge.

particle_manageA

Particle systems (GPUParticles2D/3D, CPUParticles2D/3D). All write ops create the node + sub-resources (ProcessMaterial, default QuadMesh draw pass) in a single undo action.

Ops: • create(parent_path, name="Particles", type="gpu_3d") Create an emitter. type: "gpu_3d" | "gpu_2d" | "cpu_3d" | "cpu_2d". For GPU emitters, auto-creates ProcessMaterial; for gpu_3d, also a default QuadMesh draw pass. • set_main(node_path, properties) Node-level props: amount, lifetime, one_shot, explosiveness, preprocess, speed_scale, randomness, fixed_fps, emitting, local_coords, interp_to_end. • set_process(node_path, properties) Behavior props (auto-creates ProcessMaterial for GPU). Emission shape, velocity, gravity, color_ramp, scale_curve, turbulence. See full property list in the Godot reference. • set_draw_pass(node_path, pass_=1, mesh="", texture="", material="") What gets drawn per particle. GPU 3D: mesh in draw_pass_N + optional material override. GPU 2D / CPU 2D: texture. CPU 3D: mesh. • restart(node_path) Restart emission. Runtime-only, not undoable. • get(node_path) Inspect main props, process material, draw passes. • apply_preset(parent_path, name, preset, type="gpu_3d", overrides=None) Curated effects: fire, smoke, spark_burst, magic_swirl, rain, explosion, lightning. One-shot presets re-trigger via restart.

camera_manageA

Camera2D / Camera3D authoring (zoom, FOV, projection, smoothing, follow).

Ops: • create(parent_path, name="Camera", type="2d", make_current=False) Create a Camera2D ("2d") or Camera3D ("3d"). When make_current=True, unmarks previously current cameras of the same class in one undo. • configure(camera_path, properties) Batch-set camera-specific properties (zoom, fov, projection, smoothing, drag, limits …). Class-aware. Enum-by-name (projection, keep_aspect, anchor_mode, doppler_tracking, process_callback). Vector2 dict coercion for zoom/offset. Transforms (position, rotation, scale, transform, global_*) live on the Node — set those via node_set_property, not here. • set_limits_2d(camera_path, left?, right?, top?, bottom?, smoothed?) Set Camera2D bounds. Pass only the edges to change. • set_damping_2d(camera_path, position_speed?, rotation_speed?, drag_margins?, drag_horizontal_enabled?, drag_vertical_enabled?) Smooth Camera2D motion (position/rotation smoothing speeds + drag deadzone). drag_margins: {left,top,right,bottom} fractions [0,1]. • follow_2d(camera_path, target_path, smoothing_speed=5.0, zero_transform=True) Reparent camera under target with smoothing — Godot-native follow. • get(camera_path="") Inspect a camera (class, current flag, all properties). Empty path resolves to the currently-active camera, falling back to the first. • list() List every Camera2D/Camera3D in the scene. • apply_preset(parent_path, name, preset, type=None, make_current=True, overrides=None) Spawn with opinionated defaults. Presets: topdown_2d, platformer_2d, cinematic_3d, action_3d. overrides merge over preset values.

audio_manageA

Sound effects, music, ambience (AudioStreamPlayer / 2D / 3D).

Ops: • player_create(parent_path, name="AudioStreamPlayer", type="1d") Create an AudioStreamPlayer / 2D / 3D node. type: "1d" | "2d" | "3d". • player_set_stream(player_path, stream_path) Assign an AudioStream resource (.ogg/.wav/.mp3 or .tres). Returns duration_seconds. • player_set_playback(player_path, volume_db?, pitch_scale?, autoplay?, bus?) Update common playback properties atomically. Pass only fields to change; at least one of volume_db/pitch_scale/autoplay/bus required. • play(player_path, from_position=0.0) Start real editor preview playback. Not undoable. • stop(player_path) Stop editor preview playback. Not undoable. • list(root="res://", include_duration=True) Scan project for AudioStream resources (every subclass + .tres/.res).

tilemap_manageA

TileMap / TileMapLayer authoring (set tiles, fill rects, clear, read cells).

All operations target TileMapLayer nodes in the currently edited scene by scene-relative path (e.g. "/LavaLake20x20/Ground"). All write ops are undoable via EditorUndoRedoManager.

source_id is the TileSet source index. atlas_col/atlas_row are the atlas coordinates of the tile within that source. For full-tile animated sources (lava, water, sewage) use atlas_col=0, atlas_row=0.

IMPORTANT — Source-ID remapping in specialized .tres files: When a layer uses a specialized .tres (e.g. volcano_animated.tres), Source-IDs are re-numbered from 0. Example: volcano lava is Source 8 in the main volcano.tres but Source 0 in volcano_animated.tres. Always use the remapped ID when the TileMapLayer references a specialized .tres, not the original ID from the main .tres.

Ops: • tilemap_set_cell(path, source_id, atlas_col, atlas_row, map_x, map_y) Set a single tile at (map_x, map_y). Returns: {map_x, map_y, source_id, atlas_col, atlas_row}

• tilemap_set_cells_rect(path, source_id, atlas_col, atlas_row, rect_x, rect_y, rect_w, rect_h) Fill a rect_w × rect_h region starting at (rect_x, rect_y) with one tile type in a single undo action. Returns: {cells_filled, rect: {x, y, w, h}}

• tilemap_clear(path) Remove all tiles from the layer. Returns: {cleared: true}

• tilemap_get_cells(path) Return all used cell coordinates. Returns: {cells: [{x, y}, ...], count: int}

tileset_manageA

TileSet management — atlas inspection tools.

Ops: • tileset_get_atlas_tiles(tileset_path, source_id) Return all occupied atlas tile positions for one source in a TileSet. Read-only — does not modify any resource or project file.

    tileset_path: res:// path to the .tres TileSet resource (required)
    source_id:    raw TileSet source id of the TileSetAtlasSource to query (required, ≥ 0)

    Returns:
      {"tiles": [{"col": int, "row": int}, ...], "count": int}

    Error codes (passed through from GDScript handler):
      MISSING_REQUIRED_PARAM  — tileset_path empty or source_id absent
      RESOURCE_NOT_FOUND      — tileset_path does not exist on disk
      WRONG_TYPE              — not a TileSet, or source is not a TileSetAtlasSource
      VALUE_OUT_OF_RANGE      — source_id does not exist in this TileSet

• tileset_get_atlas_image(tileset_path, source_id, max_size=0) Return the atlas sprite-sheet texture of a TileSetAtlasSource as a Base64-encoded PNG image. Read-only — reads the texture directly from the resource without any UI interaction.

    tileset_path: res:// path to the .tres TileSet resource (required)
    source_id:    raw TileSet source id of the TileSetAtlasSource to query (required, ≥ 0)
    max_size:     optional int; if > 0, scale the image so its longest
                  edge is at most max_size pixels (default 0 = full res)

    Returns:
      {"image_base64": str, "width": int, "height": int,
       "original_width": int, "original_height": int, "format": "png"}

    Error codes (passed through from GDScript handler):
      MISSING_REQUIRED_PARAM  — tileset_path empty or source_id absent
      RESOURCE_NOT_FOUND      — tileset_path does not exist on disk
      WRONG_TYPE              — not a TileSet, source not a TileSetAtlasSource,
                                or source has no texture assigned
      VALUE_OUT_OF_RANGE      — source_id does not exist in this TileSet

• Atlas image workflow: To visually inspect what tiles look like, use tileset_get_atlas_image instead of editor screenshots. It reads the texture directly from the resource — no UI interaction or editor state required.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription
get_sessionsAll connected Godot editor sessions and their metadata.
get_current_sceneCurrent scene path and root node info from the active Godot editor.
get_scene_hierarchyFull scene tree hierarchy from the active Godot editor.
get_current_selectionCurrently selected nodes in the Godot editor.
get_recent_logsLast 100 log lines from the Godot editor console.
get_project_infoProject name, Godot version, paths, and play state.
get_project_settingsCommon project settings subset (display, physics, rendering).
get_editor_stateEditor version, project name, current scene, readiness, play state.
get_materialsAll Material resources under res:// (every Material subclass + .tres).
get_input_mapAll input map actions and their bound events. Excludes built-in ui_*.
get_performancePerformance singleton snapshot (FPS, memory, draw calls, frame time).
get_test_resultsMost recent ``test_run`` results without re-executing tests.

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