Skip to main content
Glama

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

Disambiguation4/5

Most tools have distinct purposes targeting different aspects of Godot project management, scene manipulation, and debugging. However, there is some potential overlap between 'create_scene' and 'add_node' as both involve scene creation/modification, and 'get_debug_output' and 'run_project' both relate to runtime output, though their specific focuses differ enough to avoid major confusion.

Naming Consistency4/5

The naming follows a consistent verb_noun pattern throughout (e.g., 'add_node', 'create_scene', 'get_debug_output'), which is clear and predictable. There are minor deviations like 'export_mesh_library' using a compound noun and 'update_project_uids' being slightly longer, but overall the convention is well-maintained and readable.

Tool Count5/5

With 14 tools, the count is well-scoped for a Godot MCP server, covering project management, scene editing, debugging, and runtime operations. Each tool appears to earn its place by addressing specific needs in the Godot development workflow, without being overly sparse or bloated.

Completeness4/5

The tool set provides comprehensive coverage for core Godot operations, including project listing, scene CRUD, debugging, and runtime management. Minor gaps exist, such as the lack of tools for editing node properties directly or handling more advanced resource types, but agents can likely work around these with the available tools for most common tasks.

Maintenance

ActivitySlowing
ResponsivenessResponsive