Godot MCP Enhanced
Provides tools for interacting with the Godot game engine, including project management (launching, running, capturing output), scene management (creating, adding nodes, saving), script management (creating and attaching GDScript), and UID/export operations.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Godot MCP Enhancedrun my project in debug mode"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Godot MCP Enhanced
An enhanced Model Context Protocol (MCP) server for interacting with the Godot game engine. This server enables AI assistants to launch the Godot editor, run projects, manage scenes and nodes, handle scripts, and much more.
Features
Project Management
Launch Godot Editor: Open the Godot editor for a specific project
Run Godot Projects: Execute Godot projects in debug mode with output capture
Capture Debug Output: Retrieve console output and error messages in real-time
Control Execution: Start and stop Godot projects programmatically
Get Godot Version: Retrieve the installed Godot version
List Godot Projects: Find Godot projects in a specified directory
Project Analysis: Get detailed information about project structure
Scene Management
Create Scenes: Create new scenes with specified root node types
Add Nodes: Add nodes to existing scenes with customizable properties
Load Sprites: Load textures into Sprite2D nodes
Save Scenes: Save scenes with options for creating variants
Script Management
Create Scripts: Generate GDScript files with various templates:
Empty template
Node2D/Node3D/Control templates
CharacterBody2D/CharacterBody3D with movement code
Attach Scripts: Attach scripts to nodes in scenes
UID Management (Godot 4.4+)
Get UID: Retrieve the unique identifier for specific files
Update Project UIDs: Resave resources to update UID references
Export Operations
Export Mesh Library: Export 3D scenes as MeshLibrary resources for GridMap
Related MCP server: Gear
Requirements
Godot Engine 4.x installed on your system
Node.js (>=18.0.0) and npm
An MCP-compatible AI assistant (Claude, Cline, Cursor, etc.)
Installation
Quick Start with Claude Code
claude mcp add godot -- npx @xinyuzjj/godot-mcpWith environment variables:
claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @xinyuzjj/godot-mcpCline
Add to your Cline MCP settings file:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@xinyuzjj/godot-mcp"],
"env": {
"DEBUG": "true"
},
"disabled": false,
"autoApprove": [
"launch_editor",
"run_project",
"get_debug_output",
"stop_project",
"get_godot_version",
"list_projects",
"get_project_info",
"create_scene",
"add_node",
"load_sprite",
"save_scene",
"create_script",
"attach_script",
"get_uid",
"update_project_uids",
"export_mesh_library"
]
}
}
}Cursor
Using the Cursor UI:
Go to Cursor Settings > Features > MCP
Click on the + Add New MCP Server button
Fill out the form:
Name:
godotType:
commandCommand:
npx @xinyuzjj/godot-mcp
Click "Add"
You may need to press the refresh button to populate the tool list
Using Project-Specific Configuration:
Create a file at .cursor/mcp.json in your project directory:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@xinyuzjj/godot-mcp"],
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
}
}
}Other MCP Clients
For any MCP-compatible client, use this configuration:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@xinyuzjj/godot-mcp"],
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
}
}
}Environment Variables
Variable | Description |
| Path to the Godot executable (overrides automatic detection) |
| Set to |
Building from Source
git clone https://github.com/xinyuzjj/godot-mcp.git
cd godot-mcp
npm install
npm run buildThen point your MCP client to build/index.js instead of using npx.
Architecture
The Godot MCP server uses a bundled GDScript approach for complex operations:
Direct Commands: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.
Bundled Operations Script: Complex operations like creating scenes or adding nodes use a comprehensive GDScript file (
godot_operations.gd) that handles all operations.
The bundled script accepts operation type and parameters as JSON, allowing for flexible and dynamic operation execution without generating temporary files for each operation.
Available Tools
Tool | Description |
| Launch Godot editor for a specific project |
| Run the Godot project and capture output |
| Get the current debug output and errors |
| Stop the currently running Godot project |
| Get the installed Godot version |
| List Godot projects in a directory |
| Retrieve metadata about a Godot project |
| Create a new Godot scene file |
| Add a node to an existing scene |
| Load a sprite into a Sprite2D node |
| Save changes to a scene file |
| Create a new GDScript file |
| Attach a script to a node in a scene |
| Get the UID for a specific file (Godot 4.4+) |
| Update UID references in a project (Godot 4.4+) |
| Export a scene as a MeshLibrary resource |
Supported Node Types
The server supports creating the following node types:
Basic: Node, Node2D, Node3D, Control
Physics: CharacterBody2D, CharacterBody3D, RigidBody2D, RigidBody3D, StaticBody2D, StaticBody3D, Area2D, Area3D
Visual: Sprite2D, Sprite3D, AnimatedSprite2D, Camera2D, Camera3D
UI: Label, Button, Panel, ColorRect, TextureRect, ProgressBar
Audio: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D
Animation: AnimationPlayer, AnimationTree
Collision: CollisionShape2D, CollisionShape3D
Navigation: NavigationRegion2D, NavigationRegion3D, NavigationAgent2D, NavigationAgent3D
Lighting: PointLight2D, DirectionalLight2D, DirectionalLight3D, OmniLight3D, SpotLight3D
And many more...
Troubleshooting
Godot Not Found: Set the
GODOT_PATHenvironment variable to your Godot executable pathConnection Issues: Ensure the server is running and restart your AI assistant
Invalid Project Path: Ensure the path points to a directory containing a
project.godotfileBuild Issues: Make sure all dependencies are installed by running
npm install
Cursor-Specific Issues
Ensure the MCP server shows up and is enabled in Cursor settings (Settings > MCP)
MCP tools can only be run using the Agent chat profile (Cursor Pro or Business subscription)
Use "Yolo Mode" to automatically run MCP tool requests
Contributing
Contributions are welcome! Please feel free to submit a Pull Request.
License
This project is licensed under the MIT License - see the LICENSE file for details.
Acknowledgments
Inspired by the original Coding-Solo/godot-mcp project
Built with the Model Context Protocol
Powered by Godot Engine
Available Tools
16 toolsadd_nodeB
Add a node to an existing scene
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory | |
| scenePath | Yes | Path to the scene file (relative to project) | |
| parentNodePath | No | Path to the parent node (e.g., "root" or "root/Player") | |
| nodeType | Yes | Type of node to add (e.g., Sprite2D, CollisionShape2D) | |
| nodeName | Yes | Name for the new node | |
| properties | No | Optional properties to set on the node |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description must disclose side effects, but it only says 'Add a node.' It does not state whether the scene file is modified in place, whether saving is required, whether the operation is reversible, or any permissions needed. This is a significant gap for a mutation tool.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, clear sentence without redundancy. It is appropriately concise, though it sacrifices content for brevity. The structure is fine, and the main purpose is front-loaded.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the tool has 6 parameters, nested objects, no output schema, and no annotations, the description is far from complete. It does not explain the return value, whether the scene is saved automatically, or the relationship between parameters (e.g., parentNodePath). The agent lacks essential context to use the tool correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so all parameters have descriptions in the input schema. The description adds no additional semantic value beyond the schema, which is acceptable given the high coverage. The baseline of 3 applies.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action (Add) and the resource (a node to an existing scene). It distinguishes itself from sibling tools like create_scene and save_scene by focusing on modifying an existing scene rather than creating or saving one.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance is given on when to use this tool versus alternatives. It does not mention that it modifies an existing scene and might require save_scene afterward, nor does it contrast with create_scene. The agent must infer usage from the tool name alone.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
attach_scriptB
Attach a script to a node in a scene
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory | |
| scenePath | Yes | Path to the scene file (relative to project) | |
| nodePath | Yes | Path to the node (e.g., "root/Player") | |
| scriptPath | Yes | Path to the script file (relative to project) |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations provided; description lacks details about side effects (e.g., modifies scene file), error conditions, or permissions.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Single sentence, no unnecessary words. However, it could be longer to include more context.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
No output schema or annotations. Description does not explain return value, whether scene is saved, or prerequisites for the operation.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema descriptions cover all parameters; description adds no extra meaning. Baseline 3 applies.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
Description clearly states the action 'attach' and the objects 'script' and 'node in a scene'. It distinguishes from sibling tools like create_script and add_node.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance on when to use this tool versus alternatives. It does not mention prerequisites or typical context.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
create_sceneB
Create a new Godot scene file
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory | |
| scenePath | Yes | Path where the scene file will be saved (relative to project) | |
| rootNodeType | No | Type of the root node (e.g., Node2D, Node3D, Control) |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations provided. Description only states a write operation without disclosing behavior on existing files, error conditions, or required permissions.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Single sentence with no extraneous information; highly efficient.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given no output schema and no annotations, the description is too minimal, lacking details on success/failure or how it relates to sibling tools.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 100%, so description adds no extra meaning beyond the parameter descriptions, which already specify paths and node type.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
Description clearly states the action (Create) and the resource (Godot scene file), distinguishing from siblings like 'save_scene'.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance on when to use this tool vs. alternatives like 'save_scene', nor any prerequisites or exclusions.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
create_scriptC
Create a new GDScript file
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory | |
| scriptPath | Yes | Path where the script will be saved (relative to project) | |
| template | No | Optional template type: empty, node2d, node3d, control, character2d, character3d | |
| className | No | Optional class name for the script |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations provided, so description must disclose behavioral traits. It only states creation of a file but does not describe side effects (e.g., file overwrites, folder creation), permissions needed, or error conditions. Minimal transparency.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Single sentence, very concise. However, it is under-informative given the tool's complexity. Conciseness is good, but structure lacks necessary details for agent understanding.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with 4 parameters and no output schema or annotations, the description is incomplete. It does not explain return values, error handling, or workflow context (e.g., where the script fits in a project). Lacks crucial context for effective use.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so the input schema already describes each parameter. The description adds no additional meaning beyond the schema, thus meeting the baseline score of 3.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
Description states verb 'Create' and resource 'GDScript file', but is too vague. Does not differentiate from sibling tools like attach_script or create_scene, which also involve script creation. Lacks specific context about what the script file entails.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance on when to use this tool versus alternatives. No mention of prerequisites, when it is appropriate to create a script, or when to avoid it (e.g., if a similar script exists). Sibling tools like attach_script are not contrasted.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
export_mesh_libraryB
Export a scene as a MeshLibrary resource
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory | |
| scenePath | Yes | Path to the scene file (.tscn) to export | |
| outputPath | Yes | Path where the mesh library (.res) will be saved | |
| meshItemNames | No | Optional: Names of specific mesh items to include |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations provided, and the description does not disclose any behavioral traits such as overwrite behavior, required permissions, or side effects. The agent is left uninformed about potential consequences.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Single sentence with no unnecessary words. Conciseness is ideal.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with 4 parameters and no output schema, the description is minimal. While the schema covers parameter meanings, no context about return values, errors, or usage constraints is provided.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
All parameters are described in the input schema (100% coverage), so the description adds no additional meaning. Baseline score of 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the verb 'Export' and the specific resource type 'MeshLibrary'. It distinguishes from sibling tools like create_scene or add_node by specifying a conversion from scene to library format.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance on when to use this tool versus alternatives. No mention of prerequisites or exclusions, leaving the agent to infer context.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
get_debug_outputB
Get the current debug output and errors
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries full responsibility for disclosing behavior. It merely states the action without mentioning side effects, requirements (e.g., running project), return format, or error behavior. The word 'Get' implies a read operation, but this is not explicit and no other behavioral traits are disclosed.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, direct sentence that efficiently communicates the core function with no filler. It is appropriately sized for a zero-parameter tool, though it sacrifices completeness for brevity.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Despite the tool's simplicity, the description omits important context such as when debug output is available, whether a project must be running, and the format of the returned output. With no annotations or output schema, these gaps make the description incomplete for an agent deciding to invoke it.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The tool has zero parameters, so the input schema already fully covers parameter semantics. The description adds no parameter information, but none is needed; baseline 4 applies.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('Get') and resource ('current debug output and errors'), clearly identifying the tool's function. It does not explicitly differentiate from sibling getters like get_project_info or get_uid, but the resource is unique enough that an agent can infer its purpose. However, 'current' is ambiguous (current project? current session?), so not a 5.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides no guidance on when to use this tool versus alternatives. It does not mention prerequisites (e.g., project running) or exclusion cases, and there is no reference to sibling tools like run_project or stop_project. An agent is left without context on when this tool is appropriate.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
get_godot_versionA
Get the installed Godot version
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description bears full responsibility for behavioral disclosure. It only states what it does, without mentioning side effects, error handling (e.g., if Godot is not installed), or whether any configuration is modified. For a simple getter this is a gap, but the lack of side effects is implicit.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
A single, clear sentence with no redundancy. The information is front-loaded and every word earns its place. Perfectly concise.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a zero-parameter getter with no output schema, the description is largely sufficient. It identifies what is retrieved, but does not explicitly describe the return format (e.g., version string) or behavior if Godot is absent. Given the simplicity, this is a minor omission.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The tool has zero parameters, and the input schema confirms this with an empty properties object. Per the rubric, 0 parameters warrants a baseline of 4. The description does not need to add parameter details, and it correctly does not.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action ('Get') and the resource ('installed Godot version'). It is specific and distinguishes itself from sibling tools like add_node or launch_editor, which are about different operations. No ambiguity.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description does not explicitly mention when to use this tool versus alternatives. However, given its singular purpose and the lack of overlapping sibling getters, the usage is implied. There is no guidance on prerequisites or conditions, which could be added but is not critical.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
get_project_infoB
Retrieve metadata about a Godot project
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The verb 'retrieve' implies a read-only operation, but the description does not explicitly state that it has no side effects or what permissions it requires. Since there are no annotations, the description carries the full burden and only partially covers the behavior.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single concise sentence with no unnecessary words or repetition. It is well-structured and easy to parse quickly.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
There is no output schema or description of what metadata is returned. The term 'metadata' is vague and does not specify whether it returns project configuration, version info, or something else, leaving the agent without enough context to know what to expect.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The parameter 'projectPath' is described as 'Path to the Godot project directory', which is clear and covers the basic meaning. However, since the schema already provides this description, the tool description adds no additional detail about path format, required existence, or edge cases.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action 'retrieve' and the target 'metadata about a Godot project', making the tool's basic purpose easy to understand. However, it does not explicitly differentiate itself from sibling tools like get_godot_version or get_uid, which could also be considered metadata retrieval.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description gives no guidance on when to use this tool versus the sibling tools. There is no mention of scenarios, prerequisites, or exclusions, so an agent has little context for choosing this over more specific retrieval tools.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
get_uidB
Get the UID for a specific file in a Godot project (for Godot 4.4+)
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory | |
| filePath | Yes | Path to the file (relative to project) for which to get the UID |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, and the description does not disclose any behavioral traits such as read-only nature, permissions required, or side effects. The tool could be assumed to be a simple getter, but this is not explicitly stated, leaving the behavior opaque.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, concise sentence with no unnecessary words. It efficiently conveys the tool's purpose and relevant version constraint.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The tool is simple, and the description covers its basic purpose. However, it does not mention the return format, potential errors, or edge cases. While acceptable for a straightforward getter, it leaves some context incomplete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The input schema covers both parameters with clear descriptions, achieving 100% coverage. The tool description itself adds no extra meaning beyond the schema, so the baseline score of 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool's function: getting the UID for a specific file in a Godot project. It also specifies the Godot version constraint (4.4+), making it unambiguous and distinct from sibling tools like update_project_uids.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description lacks explicit guidance on when to use this tool versus alternatives. While the purpose is obvious, there is no mention of scenarios where this tool is preferred or where other tools (e.g., update_project_uids) should be used instead.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
launch_editorC
Launch Godot editor for a specific project
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden of behavioral disclosure. It only states the action without any side effects, blocking behavior, or requirements (e.g., whether it opens a new window, requires an existing project, or modifies any files). This is insufficient for an agent to predict the tool's impact.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is extremely concise—a single sentence with no filler. However, it is under-specified rather than efficiently comprehensive. It lacks necessary details about behavior and usage, so while it is short, it doesn't earn its place by providing full value. A 3 reflects the balance between brevity and adequacy.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the tool has one parameter, no output schema, and no annotations, the description should provide enough context to call it correctly. It states the action but omits critical information such as whether the editor must be installed, whether the path must point to a valid project, and whether the call is blocking or returns immediately. This is incomplete for an agent to use confidently.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 100%, so the parameter projectPath is fully documented in the schema. The description adds no additional semantics beyond the action, but the schema already explains the parameter. Baseline 3 is appropriate; the description doesn't harm, but it also doesn't enhance the parameter meaning.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action (launch) and the resource (Godot editor) for a specific project. It distinguishes implicitly from siblings like run_project (which runs the project rather than opening the editor) and list_projects (which lists projects). However, it doesn't explicitly name the alternative or the selection criteria, so it's clear but not maximally differentiating.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance is provided on when to use this tool versus alternatives such as run_project. The description does not mention any prerequisites, use cases, or conditions that would lead an agent to select this tool over its siblings. The agent must infer usage from the tool name alone.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
list_projectsA
List Godot projects in a directory
| Name | Required | Description | Default |
|---|---|---|---|
| directory | Yes | Directory to search for Godot projects | |
| recursive | No | Whether to search recursively (default: false) |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
There are no annotations, so the description carries the full burden of behavioral disclosure. It only restates the basic listing action and adds no details about whether the operation is read-only, how Godot projects are identified, what the return format is, or how the recursive parameter behaves in practice.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, front-loaded sentence with no filler or redundant wording. Every word earns its place, and the core action and scope are immediately visible.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple listing tool with two parameters, the description is minimally adequate: the schema covers parameter meanings. However, with no output schema and no annotations, the description does not clarify what the returned list contains (e.g., project names, paths) or whether directories without project.godot are ignored, leaving some contextual gaps.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, and both parameters are already documented clearly in the schema ('Directory to search for Godot projects' and 'Whether to search recursively (default: false)'). The description adds no additional parameter semantics beyond what the schema already provides, so the baseline score of 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description uses a specific verb ('List') with a clear resource ('Godot projects') and a scoping location ('in a directory'). It is unambiguous and easily distinguished from sibling tools like get_project_info or run_project, which target a single project or perform an action.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The phrase 'in a directory' implies the tool is for project discovery in a filesystem location, which gives some usage context. However, it does not explicitly state when to prefer this tool over alternatives, nor does it mention any exclusions or follow-up tools like get_project_info for inspecting a specific project.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
load_spriteC
Load a sprite into a Sprite2D node
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory | |
| scenePath | Yes | Path to the scene file (relative to project) | |
| nodePath | Yes | Path to the Sprite2D node (e.g., "root/Player/Sprite2D") | |
| texturePath | Yes | Path to the texture file (relative to project) |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries full responsibility for disclosing side effects. It only states that a sprite is loaded into a node, without mentioning whether this modifies the scene file, requires a saved scene, returns a value, or has any persistent effects. This lack of detail leaves significant ambiguity about the tool's actual behavior.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, focused sentence with no redundant words or unnecessary details. It is concise and front-loaded, clearly stating the core action without distraction.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the lack of an output schema and the mutation-like nature of the action, the description is insufficiently contextual. It does not explain what 'load' means operationally (e.g., sets a texture property, replaces an existing asset), whether the scene must be saved, or what the expected result is. This leaves gaps for an agent attempting to use the tool correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%—all four parameters have individual descriptions explaining their meaning (e.g., 'Path to the texture file (relative to project)'). The tool description itself adds no extra parameter information, so the baseline score of 3 applies.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action (load) and the target resource (a sprite into a Sprite2D node), making the tool's primary purpose understandable. It does not explicitly contrast with sibling tools like add_node, but the specific action is distinct enough for basic identification.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides no guidance on when to use this tool versus alternatives, such as add_node or other scene modification tools. It omits any contextual conditions or prerequisites, leaving the agent to infer appropriate usage solely from the action description.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
run_projectC
Run the Godot project and capture output
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory | |
| scene | No | Optional: Specific scene to run |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
There are no annotations, so the description must carry the behavioral burden. It mentions 'capture output' but does not disclose side effects, blocking behavior, or whether the process continues running after invocation. The name 'run_project' implies execution but lacks specifics about what the user will observe.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single concise sentence with no filler or redundant information. It efficiently conveys the primary purpose without unnecessary words.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
No output schema is present, and the description does not clarify what 'capture output' means—whether it returns logs, exit codes, or streams. It also omits whether the tool blocks until the project closes or returns immediately. This leaves the agent uncertain about the expected behavior and return format.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The schema already provides full coverage for both parameters with their descriptions. The tool description adds no extra semantic detail beyond the schema, so it neither enhances nor detracts from the schema's clarity. The baseline of 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a clear action ('Run') and object ('the Godot project'), plus a specific outcome ('capture output'). It is distinct from siblings like `launch_editor` or `stop_project`, though the phrase 'capture output' could be more detailed about what output is captured.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance is provided about when to use this tool versus alternatives. It does not mention prerequisites, like whether the project must exist or if the Godot editor must be closed, nor does it explain the effect of the optional 'scene' parameter in context.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
save_sceneC
Save changes to a scene file
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory | |
| scenePath | Yes | Path to the scene file (relative to project) | |
| newPath | No | Optional: New path to save the scene to (for creating variants) |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full burden of behavioral disclosure. It only states that the tool mutates/saves a scene file, not whether it overwrites the existing file, how newPath behaves beyond the schema's variant hint, or what happens on failure.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
One short sentence with no filler or redundant content; the core action is front-loaded. It is appropriately concise, even though it sacrifices detail that is captured in other dimensions.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no annotations and no output schema, the description should compensate but does not; it omits overwrite behavior, success/failure signaling, and any preconditions. The schema covers parameters, so the tool is not wholly underspecified, but the description alone is insufficient for confident invocation.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%: projectPath and scenePath are described as paths, and newPath is explicitly documented as an optional path for creating variants. The description adds no additional parameter meaning, so the baseline 3 applies.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description uses the specific verb 'save' with the resource 'scene file,' clearly indicating a persistence operation. It does not explicitly differentiate from create_scene, though 'save changes' implies an existing scene, so it stops short of full sibling distinction.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance is given on when to use this tool versus create_scene or other scene tools, and no prerequisites or exclusions are provided. The word 'changes' implies use after modifications, but that is not actionable enough to help an agent choose correctly.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
stop_projectA
Stop the currently running Godot project
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full burden of behavioral disclosure. It only states the action 'Stop' without explaining side effects (e.g., unsaved changes, process termination), error conditions (no running project), or whether it's reversible. For a destructive action, this is a significant gap.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, succinct sentence that directly states the action and target. It's front-loaded with the verb and resource, with zero redundancy or fluff.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple tool with no parameters and no output schema, the description adequately covers the core action. However, it doesn't mention what happens if no project is running or whether the tool returns any feedback, which would be useful but not critical for a stop action. The description is mostly complete given its simplicity.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The tool has zero parameters, and the schema is empty (100% coverage). The description doesn't need to explain any parameters, and the baseline for 0-parameter tools is 4. It adds no extra parameter meaning because none exist.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific action ('Stop') and a specific resource ('the currently running Godot project'). It clearly distinguishes from siblings like run_project (which starts) and get_debug_output (which retrieves output), so an agent can easily infer its purpose.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies usage (when you need to stop a running project) but does not explicitly mention when not to use it or alternatives. Since it's a simple action with no parameters, the context is clear, but it doesn't provide explicit routing like naming run_project as the counterpart.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
update_project_uidsB
Update UID references in a Godot project by resaving resources (for Godot 4.4+)
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description carries full responsibility for behavioral disclosure. It mentions resaving resources, implying file modifications, but does not disclose potential side effects, reversibility, permissions needed, or whether it may alter many files. The version requirement is useful but insufficient for a mutation tool.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, compact sentence that front-loads the primary action and resource. It avoids extraneous detail and is appropriately sized for a simple tool.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with one parameter, no output schema, and no annotations, the description is minimally adequate. It explains what it does and the version constraint, but omits guidance on when to use it and potential side effects. Given the simplicity, it is not severely incomplete but lacks context an agent might need to decide correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The single parameter has 100% schema coverage with a clear description ('Path to the Godot project directory'). The tool description adds no additional meaning beyond the schema, so it meets the baseline for a fully documented parameter but does not enhance understanding further.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('Update'), a resource ('UID references in a Godot project'), and a method ('by resaving resources'). It clearly identifies the tool's function and includes a version constraint (Godot 4.4+), distinguishing it from sibling tools like get_uid that retrieve UIDs.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides no explicit guidance on when to use this tool versus alternatives. It only mentions a version requirement, but does not explain scenarios (e.g., after moving or renaming files) or when to prefer other project tools. The intended use is implied but not stated.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
16 tool updates
v1.0.0- First observed
add_node - First observed
attach_script - First observed
create_scene - First observed
create_script - First observed
export_mesh_library - First observed
get_debug_output - First observed
get_godot_version - First observed
get_project_info - First observed
get_uid - First observed
launch_editor - First observed
list_projects - First observed
load_sprite - First observed
run_project - First observed
save_scene - First observed
stop_project - First observed
update_project_uids
TDQS
Scored across 16 tools
Most tools target a distinct resource and action, such as creating scenes, attaching scripts, or managing UIDs. A few edge cases like launch_editor vs. run_project and add_node vs. load_sprite could cause some hesitation, but the descriptions sufficiently clarify the boundaries.
All tool names follow a consistent snake_case verb_noun pattern: launch_editor, run_project, get_debug_output, create_scene, attach_script, etc. This makes the toolset highly predictable and easy for an agent to reason about.
With 16 tools, the set is slightly above the ideal 3-15 range, but each tool covers a distinct part of Godot workflows: project control, scene editing, scripting, UID maintenance, and export. It feels reasonably scoped for a domain-specific MCP server.
The set covers many core operations: creating scenes/scripts, adding and saving, attaching scripts, running projects, and managing UIDs. However, it lacks deletion, scene inspection/reading node trees, and script editing/updating, which are notable gaps for a complete Godot development workflow.
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