godot-assistant
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| GODOT_PATH | No | Path to the Godot executable. Used when auto-detection fails or to select a specific version. | |
| GODOT_ASSISTANT_PROJECT | No | Default project path. Equivalent to the --project flag. Optional; can be overridden per tool call. | |
| GODOT_ASSISTANT_READ_ONLY | No | Set to '1' to enable read-only mode, which refuses all mutating tools. |
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 | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| godot_statusA | Environment and project health check: Godot version, project detection, live bridge state, running processes. Start here when anything is unexpected, or to confirm setup. |
| project_infoA | Project settings that matter for writing code: main scene, autoload singletons, input actions, physics layers, file counts. Read this before generating gameplay code. |
| list_filesA | List project files by kind (scenes, scripts, resources, images, audio, models) with optional glob. Use to orient in an unfamiliar project. |
| searchA | Grep across scripts, scenes and resources. Finds symbol definitions, node types used in scenes, signal names, TODOs. Returns file:line with the matching line. |
| scene_treeA | Show a scene's node hierarchy with types, attached scripts, instanced sub-scenes and groups. Read this before editing any scene. |
| scene_createA | Create a new .tscn with a chosen root node type, optionally attaching a script. Assigns a stable uid:// so other scenes can reference it. |
| node_addA | Add one or more nodes to a scene in a single save. Batch related nodes together — each call reloads and rewrites the scene file. |
| node_modifyA | Apply a batch of edits to a scene: set properties, rename, delete, reparent, reorder, attach/detach scripts, manage groups. All operations are applied then saved once. |
| node_inspectA | Full detail for one node: type, inheritance chain, script, groups, signal connections, and properties that differ from their defaults. |
| scene_instanceA | Place one scene inside another as an instance (not a copy), so later edits to the source propagate. This is how prefabs work in Godot. |
| signal_connectA | Connect or disconnect a signal between nodes in a scene, persisted into the .tscn exactly as the editor writes it. The receiving method must exist on the target's script. |
| script_createA | Write a new GDScript file, optionally attaching it to a node in a scene in the same step. Provide |
| script_validateA | Parse-check GDScript — one file or the whole project — and report errors with file and line. Run this after editing scripts and before running the game; it is much faster than launching. |
| api_referenceA | Look up a Godot class in the installed engine: methods with full signatures, properties with defaults, signals, enums, inheritance. Use this instead of recalling the API — it reflects the exact engine version in use. |
| run_projectA | Launch the game and capture its output. Runs the main scene, or one specific scene. Use wait_seconds for a quick check that returns the log; omit it to leave the game running and poll with get_output. |
| get_outputA | Read console output from the running (or last) session. Errors and warnings are parsed, deduplicated and shown with file:line; repeated per-frame errors are collapsed. |
| stop_projectB | Stop the running game or editor started by this server, and return the final output summary. |
| screenshotA | See what a scene actually looks like. |
| simulate_inputA | Send synthetic input to the running game — a mapped action, a key, a mouse move or a click. Goes through Godot's input system, so the game reacts exactly as it would to a real device. Requires bridge_install and a running game. |
| runtime_inspectA | Read the live state of the running game: actual node tree with world positions and visibility, real property values, FPS and node counts. Shows what is true at runtime, which often differs from the scene file. Requires bridge_install. |
| resource_manageA | Create, read or edit Godot resource files (.tres): materials, themes, curves, tilesets, physics shapes, input/animation data. Use api_reference first to find the right class and property names. |
| import_assetsA | Find and fix assets Godot has not imported yet. New image or audio files are unusable until imported — that is the cause of "No loader found for resource". Call this after adding files outside the editor. |
| export_projectB | List export presets, or build one. Presets must first be created in the Godot editor under Project > Export. |
| bridge_installA | Install (or remove) the optional Godot addon that enables live features: inspecting the running game, simulating input, screenshotting the game and editor, and driving play/stop. Everything else works without it. Adds files under addons/godot_assistant and enables the plugin. |
| editor_controlA | Drive a running Godot editor: read what is open, open a scene, save, play/stop, select nodes, rescan the filesystem. Also launches the editor. Most actions need bridge_install. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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