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Glama
mikeumus
by mikeumus

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoSet to 'true' for verbose stderr logging.
GODOT_PATHNoPath to the Godot executable. If unset, auto-detects common install locations on macOS/Windows/Linux.

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
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
launch_editorC

Launch Godot editor for a specific project

run_projectC

Run the Godot project and capture output

get_debug_outputB

Get the current debug output and errors

stop_projectA

Stop the currently running Godot project

get_godot_versionA

Get the installed Godot version

list_projectsA

List Godot projects in a directory

get_project_infoB

Retrieve metadata about a Godot project

create_sceneA

Create a new Godot scene file

add_nodeB

Add a node to an existing scene

load_spriteC

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_uidsB

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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.3/5.0

Scored across 29 tools

Disambiguation4/5

Most tools have clearly distinct purposes, though test_check_entity and test_validate_paths overlap somewhat in validating scene paths. The two screenshot tools are adequately differentiated by their descriptions, but the large number of test_* tools could cause brief confusion.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern, using lowercase with underscores. Prefixes like 'get_', 'list_', 'create_', 'test_' are applied uniformly, making the naming predictable and readable.

Tool Count2/5

At 29 tools, the count exceeds the 25 threshold for 'too many' per the calibration. While the server covers multiple sub-domains (project management, scene editing, testing, screenshots), the sheer number makes the toolset feel heavy and harder to navigate.

Completeness4/5

The toolset covers the core lifecycle of Godot project management, scene editing, scripting, testing, and screenshots. Missing operations like scene deletion or project settings editing are minor gaps that agents can work around.

Maintenance

ActivityInactive
ResponsivenessNo issues