Forge Engine MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| port | No | The 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
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 21 tools
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.
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.
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.
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.