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Godot MCP Assistant

Godot MCP Assistant

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    TDQS

    B3.4/5.0

    Scored across 10 tools

    Disambiguation4/5

    Most tools target a clearly distinct action (screenshot, parse config, create script, generate scene, autoload, install bridge, status, open/play/stop). The editor-control group (godot_editor_status, godot_open_scene, godot_play_scene) is separable but all rely on the same bridge connection, creating slight adjacency. No two tools appear to duplicate each other.

    Naming Consistency3/5

    Most names are verb_noun, but the 'godot' token is placed inconsistently: as a prefix (godot_open_scene), infix (capture_godot_viewport), suffix (analyze_project_godot), and absent entirely (create_gdscript). The mix is readable but breaks a predictable pattern.

    Tool Count5/5

    Ten tools is well-scoped for a Godot editor assistant, covering project analysis, asset generation, editor control, and setup. Each tool earns its place with no obvious filler.

    Completeness4/5

    Core lifecycle for project setup, script/scene creation, and editor playback is covered. Gaps exist for editing or re-reading existing scripts/scenes and for deleting assets or autoloads, though agents can work around these.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues