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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
GODOT_PATHNoPath to the Godot executable. Used when auto-detection fails or to select a specific version.
GODOT_ASSISTANT_PROJECTNoDefault project path. Equivalent to the --project flag. Optional; can be overridden per tool call.
GODOT_ASSISTANT_READ_ONLYNoSet to '1' to enable read-only mode, which refuses all mutating tools.

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
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 content for real code; omit it for a stub.

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. scene renders any scene offscreen with no setup. game captures the running game and editor captures the Godot editor (both need bridge_install). Use this to verify layout and visuals — the console cannot show them.

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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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