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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.

Capabilities

Features and capabilities supported by this server

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_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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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