Open Godot MCP
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TDQS
Scored across 31 tools
Each tool targets a distinct domain (editor, scene, node, script, etc.) with clear read/edit separations. Overlapping concepts like runtime state vs. profiler are clearly differentiated by purpose.
All tools follow a consistent 'godot_<domain>_<action>' or 'godot_<domain>' pattern using snake_case. No mixed conventions or unexpected variations.
31 tools is above the typical 3-15 range, but given the broad scope of Godot engine functionality (editor, scene, scripting, networking, etc.), the count is reasonable and each tool serves a distinct purpose.
The tool surface covers nearly all major aspects of Godot development: editor control, scene/node editing, scripting, project settings, input, filesystem, debugging, profiling, testing, animation, tilemap, assets, export, and more. No obvious gaps for a game engine MCP.