godot-mcp-rts
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| DEBUG | No | Set to 'true' for verbose stderr logging. | |
| GODOT_PATH | No | Path to the Godot executable. If unset, auto-detects common install locations on macOS/Windows/Linux. |
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| launch_editorC | Launch Godot editor for a specific project |
| run_projectC | Run the Godot project and capture output |
| get_debug_outputA | Get the current debug output and errors |
| stop_projectA | Stop the currently running Godot project |
| get_godot_versionA | Get the installed Godot version |
| list_projectsB | List Godot projects in a directory |
| get_project_infoB | Retrieve metadata about a Godot project |
| create_sceneB | Create a new Godot scene file |
| add_nodeC | Add a node to an existing scene |
| load_spriteB | Load a sprite into a Sprite2D node |
| export_mesh_libraryB | Export a scene as a MeshLibrary resource |
| save_sceneC | Save changes to a scene file |
| get_uidB | Get the UID for a specific file in a Godot project (for Godot 4.4+) |
| update_project_uidsA | Update UID references in a Godot project by resaving resources (for Godot 4.4+) |
| test_get_infoC | Get information about the test harness capabilities and game project |
| test_get_game_stateC | Get a snapshot of game state including available autoloads, constants, and configuration |
| test_validate_scenarioA | Validate that a test scenario configuration is valid before running it |
| test_check_entityC | Check if a unit, building, or resource scene exists and get its properties |
| test_validate_pathsB | Validate that all unit/building scene paths exist for a race |
| test_run_scenarioB | Run the game with test harness mode enabled for a specific scenario |
| test_check_mlxB | Check MLX local LLM server health and Apple Silicon platform compatibility |
| get_scene_treeA | Get the hierarchical node tree of a scene file as JSON |
| remove_nodeB | Remove a node from a scene and save |
| set_node_propertyA | Set one or more properties on an existing node and save the scene |
| create_scriptB | Create a new GDScript file with optional content or default template |
| attach_scriptB | Attach an existing GDScript to a node in a scene |
| list_scriptsA | Recursively list all .gd scripts in the project or a subdirectory |
| take_screenshotA | Render a scene headlessly via --script and capture a PNG. Best for standalone scenes without autoload deps. For real game scenes, prefer test_take_screenshot against a running game. |
| test_take_screenshotA | Capture a screenshot of the currently running game via file-based IPC with TestController. Requires the game to already be running (use run_project or test_run_scenario first). Works with autoloads and real scenes. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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