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Glama
mulhans100-a11y

Godot MCP Assistant

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

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

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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