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mxn2020

Forge Engine MCP Server

by mxn2020

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
portNoThe port to connect to the running Forge Engine instance over WebSocket.6550

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
forge_get_scene_treeA

Get the full scene tree of the currently open scene in Godot, including all nodes, their types, and hierarchy.

forge_add_nodeC

Add a new node to the Godot scene tree. Specify the parent path, node type (e.g., CharacterBody3D, Sprite2D, Camera3D), and name.

forge_remove_nodeB

Remove a node from the Godot scene tree by its path.

forge_move_nodeC

Move a node to a new parent in the scene tree.

forge_get_propertiesB

Get all editable properties of a node in the scene, including position, rotation, scale, and type-specific properties.

forge_set_propertyC

Set a property on a node. For example, set position, color, energy, or any exported property.

forge_get_signalsC

Get all signals available on a node.

forge_screenshotA

Capture a screenshot of the current Godot viewport. Returns a base64-encoded PNG image. Use this to "see" the game or editor state.

forge_get_resolutionA

Get the current viewport resolution (width and height).

forge_run_projectA

Run the Godot project (play the game). Equivalent to pressing F5 in the editor.

forge_stop_projectA

Stop the running Godot project. Equivalent to pressing the stop button.

forge_open_sceneC

Open a scene file in the Godot editor.

forge_save_sceneB

Save the currently edited scene to disk.

forge_get_scriptB

Read the source code of a GDScript (.gd) or C# (.cs) file.

forge_set_scriptA

Write/update the source code of a script file. The file will be saved and reloaded in the editor.

forge_list_filesB

List files and directories in a project path.

forge_execute_gdscriptB

Execute arbitrary GDScript code in the editor context. Useful for quick automation tasks.

forge_get_outputC

Get recent console output from the Godot editor.

forge_set_breakpointC

Set a breakpoint in a GDScript file at a specific line.

forge_evaluateC

Evaluate a GDScript expression during a debug session.

forge_statusA

Check the connection status to the Forge Engine editor

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A3.6/5.0

Scored across 21 tools

Disambiguation5/5

Each tool has a clearly distinct purpose targeting specific Godot editor operations, such as scene manipulation (add_node, move_node, remove_node), debugging (evaluate, set_breakpoint), file handling (list_files, get_script, set_script), and project control (run_project, stop_project). There is no significant overlap in functionality, making tool selection straightforward.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern with the 'forge_' prefix, such as forge_add_node, forge_get_scene_tree, and forge_set_property. This uniformity enhances readability and predictability across the toolset.

Tool Count4/5

With 21 tools, the count is slightly high but reasonable for a comprehensive Godot editor integration covering scene management, debugging, file operations, and project control. It provides extensive coverage without being overwhelming, though it borders on the heavy side.

Completeness5/5

The toolset offers complete coverage for Godot editor interactions, including CRUD operations for nodes and scripts, debugging capabilities, project lifecycle management (run/stop), and utility functions like screenshot and status checks. There are no obvious gaps that would hinder agent workflows in this domain.