Godot MCP Assistant
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
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 | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| create_gdscriptA | Create a GDScript file inside a Godot project. If content is omitted, generate a starter script; CharacterBody2D and CharacterBody3D get working movement examples. |
| generate_tscn_sceneC | Generate a Godot 4 text scene (.tscn) from a JSON scene tree, resources, sub-resources, groups, node properties, and optional scene instances. |
| analyze_project_godotA | Read and parse project.godot. Returns parsed sections and raw values, with convenient input map, plugin, autoload, and project-name fields. |
| inject_script_autoloadA | Add a GDScript as a Godot global Autoload singleton by editing project.godot. The script must exist in the project and use a res:// path. |
| install_godot_editor_bridgeB | Install the Godot editor add-on into a Godot project, configure its localhost bridge port, and enable it in project.godot. Restart the Godot editor after installation. |
| godot_editor_statusB | Connect to the Godot editor add-on and report the editor version, current scene, play state, project path, and bridge port. |
| godot_open_sceneC | Open an existing .tscn or .scn scene in the connected Godot editor. |
| godot_play_sceneB | Run a scene in the connected Godot editor. If scenePath is omitted, run the currently open scene. |
| godot_stop_sceneB | Stop the scene currently running from the connected Godot editor. |
| capture_godot_viewportB | Capture the Godot editor's current 2D or 3D viewport and return the screenshot as a PNG image. |
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 10 tools
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.
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.
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.
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.