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n24q02m

Better Godot MCP

by n24q02m

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
GODOT_PATHNoPath to Godot binary (auto-detected if not set)
GODOT_PROJECT_PATHNoDefault project path (most tools accept project_path param)

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
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
projectA

Godot project operations.

Actions (required params -> optional):

  • info (-> project_path): project metadata

  • version: Godot engine version

  • run (-> scene_path, project_path): launch game

  • logs (-> pid): last captured stdout/stderr lines from a run (default: most recently started)

  • stop: stop running game

  • settings_get (key -> project_path): read project setting

  • settings_set (key, value -> project_path): write project setting

  • export (preset, output_path -> project_path): export game build

scenesA

Scene file (.tscn) CRUD.

Actions (required params -> optional):

  • create (scene_path -> root_type="Node2D", root_name, project_path)

  • list (-> project_path)

  • info (scene_path -> project_path)

  • delete (scene_path -> project_path)

  • duplicate (scene_path, new_path -> project_path)

  • set_main (scene_path -> project_path)

scene_path: relative to project root (e.g., "scenes/main.tscn"), NOT res:// prefix. Use nodes tool to edit nodes within a scene.

nodesA

Scene node operations.

Actions (required params -> optional):

  • add (scene_path, name -> type="Node", parent=".", project_path)

  • remove (scene_path, name -> project_path)

  • rename (scene_path, name, new_name -> project_path)

  • list (scene_path -> project_path)

  • set_property (scene_path, name, property, value -> project_path)

  • get_property (scene_path, name, property -> project_path)

Node paths: relative to scene root using "/" (e.g., "Player/Sprite2D"). Use "." for root.

scriptsA

GDScript file CRUD.

Actions (required params -> optional):

  • create (script_path -> extends="Node", content, project_path): generate template

  • read (script_path -> project_path)

  • write (script_path, content -> project_path): replace entire file

  • attach (script_path, scene_path, node_name -> project_path): link to scene node

  • list (-> project_path)

  • delete (script_path -> project_path)

script_path: relative to project root (e.g., "scripts/player.gd").

editorA

Godot editor control.

Actions (required params -> optional):

  • launch (-> project_path): open editor

  • status (-> project_path): check if editor is running

For running the game, use project(action="run") instead.

configA

Server configuration and environment.

Actions (required params -> optional):

  • status: current config

  • set (key, value): update setting

  • detect_godot: find Godot binary path

  • check: verify project and Godot availability

helpA

Full documentation. Omit topic for the overview; use a topic when compressed descriptions are insufficient.

resourcesB

Resource file management.

Actions (required params -> optional):

  • list (-> type, project_path): browse resources (type: image|audio|font|shader|scene|resource)

  • info (resource_path -> project_path): resource metadata

  • delete (resource_path -> project_path)

  • import_config (resource_path -> project_path): view import settings

input_mapA

Input action management.

Actions (required params -> optional):

  • list (-> project_path): all input actions

  • add_action (action_name -> deadzone=0.5, project_path)

  • remove_action (action_name -> project_path)

  • add_event (action_name, event_type, event_value -> project_path)

event_type: key | mouse | joypad. event_value: e.g., KEY_SPACE.

signalsA

Signal connection management.

Actions (required params -> optional):

  • list (scene_path -> project_path): all signal connections

  • connect (scene_path, signal, from, to, method -> flags, project_path)

  • disconnect (scene_path, signal, from, to, method -> project_path)

animationC

Animation management. Actions: create_player|add_animation|add_track|add_keyframe|list. Use help tool for full docs.

tilemapC

TileSet and TileMap management. Actions: create_tileset|add_source|set_tile|paint|list. Use help tool for full docs.

shaderC

Godot shader management. Actions: create|read|write|get_params|list. Use help tool for full docs.

physicsC

Physics config. Actions: layers|collision_setup|body_config|set_layer_name. Use help tool for full docs.

audioC

Audio bus and stream management. Actions: list_buses|add_bus|add_effect|create_stream. Use help tool for full docs.

navigationC

Navigation regions, agents, obstacles. Actions: create_region|add_agent|add_obstacle. Use help tool for full docs.

uiC

UI Control nodes and themes. Actions: create_control|set_theme|layout|list_controls. Use help tool for full docs.

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 17 tools

Disambiguation4/5

Each tool targets a distinct Godot subsystem, and explicit notes (e.g., editor launch vs project run) reduce confusion. Some overlap remains between project settings and config, and between scenes and generic resource management.

Naming Consistency4/5

Tool names follow a consistent single-noun domain pattern with verb-style actions underneath. Minor inconsistencies like plural scenes/nodes/scripts vs singular animation/shader and the underscore in input_map prevent a perfect score.

Tool Count4/5

At roughly 16-17 tools, the server sits at the upper edge of the ideal range, but each tool covers a separate Godot domain and earns its place. It is slightly heavy but not bloated.

Completeness4/5

The surface covers the core Godot development lifecycle: project, editor, scenes, scripts, resources, input, signals, rendering, physics, audio, navigation, and UI. Minor gaps exist, such as no generic resource creation and abbreviated documentation for several advanced domains.

Maintenance

ActivityActive
ResponsivenessWithin a week