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    • A
      license
      C
      quality
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      Enables AI assistants to interact with and manipulate Godot game engine projects, including creating projects, launching editor, managing scenes and nodes.
      12
      379 npm
      1
      MIT
    • A
      license
      C
      quality
      A
      maintenance
      Enables AI agents to interact with the Godot game engine, including project inspection, scene/script parsing, headless exports, runtime control with live scene-tree inspection and evaluation, and API documentation search.
      100
      379 npm
      MIT
    • A
      license
      B
      quality
      C
      maintenance
      Enables AI assistants to interact with the Godot game engine, including launching the editor, running projects, capturing debug output, and managing scenes.
      84
      1
      MIT
    • -
      license
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      maintenance
      Enables AI assistants to build, run, and debug Godot projects by editing scenes and scripts, inspecting live game state, injecting input, capturing viewports, and examining native debugger state through 42 tools.
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    TDQS

    C2.7/5.0

    Scored across 126 tools

    Disambiguation4/5

    Most tools target a distinct subsystem and action, making selection fairly clear even at this scale. A few near-overlaps exist, such as set_editor_selection vs set_selected_nodes and get_node_signals vs get_signal_connections, but the descriptions generally prevent serious confusion.

    Naming Consistency5/5

    All tools follow a consistent godot_ prefix with snake_case verb_noun naming, such as create_node, modify_node, and bake_navmesh. Minor exceptions like godot_undo and godot_lsp_query still fit a predictable pattern and do not break overall consistency.

    Tool Count1/5

    126 tools is an extreme count that far exceeds reasonable agent-facing surface area, even for a large domain like Godot. The sheer number will bloat context, increase selection overhead, and likely deserves splitting into focused sub-servers.

    Completeness4/5

    The tool surface covers an unusually broad range of Godot workflows: scene editing, scripting, rendering, physics, audio, UI testing, multiplayer, assets, and export. Minor gaps exist, such as no direct script/scene file deletion or renaming and no generic method invocation, but most workflows have workable paths.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues