godot-mcp-bridge
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TDQS
Scored across 174 tools
Several tools overlap heavily: find_node_references, find_script_references, and search_in_files all grep project files for substrings, and move_to/navigate_to both walk the player character. Multiple property-reading tools (get_node_properties, get_game_node_properties, batch_get_properties, monitor_properties) add further ambiguity, making misselection likely despite detailed descriptions.
All 174 tool names follow a strict lowercase snake_case verb_noun pattern (e.g., add_node, get_scene_tree, set_shader_param, find_unused_resources). There is no camelCase, no mixed conventions, and the pattern is highly predictable across the entire set.
At 174 tools, this is an extreme count that far exceeds even a generous interpretation of the domain's scope. The sheer number overwhelms agents and violates the typical 3-15 tool guideline, even for a game-engine bridge.
The tool set covers a wide range of Godot workflows (scene editing, animation, audio, physics, UI, navigation, particles, testing, export), but notable lifecycle gaps exist: no delete_resource, no remove_audio_bus, no rename_animation or duplicate_animation. Arbitrary code execution via execute_editor_script can patch some gaps, but the surface is not fully complete for its stated purpose.