godot-ai-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| DEBUG | No | Set to true for verbose debug output on stderr | |
| GODOT_PATH | No | Path to the Godot executable (auto-detected if not set) |
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
| 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_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 |
| remove_nodeB | Remove a node from an existing scene |
| get_scene_treeB | Get the scene tree structure of a scene file |
| load_spriteC | Load a sprite into a Sprite2D node |
| export_mesh_libraryC | Export a scene as a MeshLibrary resource |
| save_sceneC | Save changes to a scene file |
| set_scriptB | Attach a script to a node in a scene. Creates the script file if it does not exist. |
| read_scriptA | Read the contents of a script file (.gd, .cs, .shader) |
| write_scriptA | Write or overwrite a script file. Use this to create new scripts or update existing ones. |
| list_scriptsC | List all script files in a Godot project |
| set_node_propertyC | Set a property on a node in a scene |
| 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+) |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 21 tools
Each tool targets a distinct operation (e.g., add_node vs remove_node, create_scene vs save_scene, read_script vs write_script). No two tools appear to have overlapping purposes.
All tool names follow a consistent verb_noun pattern in snake_case, using clear, imperative verbs like get, list, set, create, add, remove, etc. No mixing of conventions.
21 tools is well-scoped for Godot game engine operations, covering scene editing, node manipulation, scripting, project management, and debugging without being overwhelming or sparse.
Core CRUD operations for scenes, nodes, and scripts are present, along with debugging and project management. Minor gaps exist (e.g., no scene deletion, no resource management beyond sprite loading), but the surface is largely complete.