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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

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
{
  "listChanged": true
}
logging
{}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
extensions
{
  "io.modelcontextprotocol/ui": {}
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
godot_editor_readB

Read-only editor state. Actions: state,selection,open_scenes,viewport,performance.

godot_editor_editA

Write to editor (gated, Undo/Redo). Actions: open_scene,save_scene,save_all,set_selection,focus_node,quit.

godot_sceneC

Scene file ops (.tscn). Actions: create,read,save,save_as,hierarchy,instantiate. path=res://.

godot_node_readB

Read editor scene tree nodes. Actions: inspect,tree,find,children,properties,get_signals,get_groups,find_in_group. node_path=/root/....

godot_node_editB

Edit editor nodes (gated, Undo/Redo). Actions: create,create_batch,delete,reparent,rename,duplicate,set_property,set_properties,set_groups,add_to_group,remove_from_group,connect_signal,disconnect_signal.

godot_scriptC

GDScript file ops. Actions: read,create,edit(diff-based),write,validate,attach,detach. path=res://.

godot_projectC

Project settings & autoloads. Actions: info,get_setting,set_setting,list_settings,autoload_list,autoload_add,autoload_remove,rescan.

godot_input_mapC

InputMap management. Actions: list,add,remove,bind,ensure,get.

godot_resourceC

Read-only resource inspection. Actions: inspect,list,find,info. path=res://.

godot_filesystemC

File ops. Actions: list,read,search,create,delete,rename. path=res:// or absolute.

godot_docsA

Godot official docs (version-matched). Actions: fetch(class_name,method?),search(query).

godot_logC

Log access. Actions: get(source?,count?,offset?,since_ms?),errors(max?,include_warnings?),clear.

godot_healthB

Connection health. Actions: check,diagnostics. Call first to verify connectivity.

godot_gameC

Game lifecycle. Actions: play(scene?,frozen?),stop,pause,resume,status.

godot_game_timeC

Deterministic clock control (gated). Actions: freeze,unfreeze,step(ms,inputs?),step_until(condition,timeout_ms?,interval_ms?).

godot_inputC

Inject input into running game (gated). Actions: action,key,mouse_button,mouse_motion,joypad,text,record_start,record_stop,replay,sequence.

godot_runtime_stateD

Observe running game state (auto-allow). Actions: digest(groups?),inspect(node_path,properties?),watch(node_path,property,duration_ms?),signals(node_path?,since_ms?).

godot_execA

Execute GDScript in running game (gated). Actions: eval(code,await?),call(node_path,method,args?),assert(condition,description?,await?). Disabled if --no-eval.

godot_screenshotA

Screenshots saved to disk (auto-allow). Actions: game(max_width?,format?,quality?),editor(viewport?,max_width?),region(rect,max_width?,source?),burst(count?,duration_ms?,interval_ms?),cleanup(max_count?,max_age_hours?). Auto-rotation keeps last 50 (configurable via open_godot_mcp/screenshot_max_count) and deletes files older than 24h (configurable via open_godot_mcp/screenshot_max_age_hours); cleanup action forces immediate prune.

godot_networkC

Multiplayer game testing. Actions: launch_instance(role,scene?,args?),list_instances,switch,terminate,simulate_peer,network_condition,sync_state,rpc_call.

godot_instanceA

Manage Godot EDITOR instances. Actions: launch_editor(project_path),list,switch,terminate,adopt(project_path).

godot_debuggerC

DAP debugger. Actions: set_breakpoint,remove_breakpoint,resume,continue,step_over,step_into,step_out,stack_trace,variables,evaluate,list_breakpoints,sessions.

godot_lspC

GDScript LSP (auto-allow). Actions: diagnostics(path?),complete,definition,hover,symbols. path=res://.

godot_profilerB

Performance profiling (auto-allow, game must run). Actions: snapshot,series(duration_ms?,metrics?),spikes(threshold_ms?).

godot_testC

Built-in test framework. Actions: list,run(suite?,test_name?,exclude?),results(verbose?),create(path,test_name).

godot_animationC

AnimationPlayer ops. Actions: list,get,create,add_track,delete,play,stop,preset. player_path=/root/.../AnimationPlayer.

godot_tilemapC

TileMapLayer/GridMap cell ops. Actions: read_cells(node_path,region?),set_cell,set_cells,clear. node_path=/root/....

godot_assetC

Asset generation & management. Actions: generate_2d(svg,filename,save_path,width?,height?),list,info,import.

godot_exportC

Game export. Actions: presets,export(preset,dest_path),add_preset(name,platform,settings).

godot_batchB

Batch-execute multiple tool calls in one round-trip (gated). Action: execute(operations:[{tool,action,params}]). No nesting.

godot_csharp_checkC

C# compile/syntax check. Actions: info,build(project?),syntax(source?/path?).

Prompts

Interactive templates invoked by user choice

NameDescription
playtestComplete deterministic playtest workflow.
debug_breakpointBreakpoint debugging workflow.
network_testMultiplayer network testing workflow.
build_sceneBuild a scene from a natural-language description.
fix_bugBug fixing workflow: reproduce, diagnose, fix, verify.

Resources

Contextual data attached and managed by the client

NameDescription
editor_stateCurrent editor state as JSON text.
scene_treeCurrent scene tree (depth=2 summary) as JSON text.
editor_logsRecent editor logs (last 50 lines) as JSON text.
screenshotLatest game screenshot path (saved to disk).
instancesRunning editor instances as JSON text.
project_infoProject info as JSON text.

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