Godot MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| GODOT_HOST | No | Host where Godot is running | 127.0.0.1 |
| GODOT_PORT | No | Port the MCP Bridge plugin listens on | 9080 |
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 |
|---|---|
| godot_list_scenesA | Returns all scenes currently open in the Godot editor, including the active scene. Returns: Array of scene objects: { path: string, root_node: string, root_type: string, node_count: number } Examples:
|
| godot_get_scene_treeA | Returns the full node hierarchy of the specified scene (or the currently active scene if no path given). Args:
Returns: Nested node tree: { name, type, path, children[], properties? } Examples:
|
| godot_get_nodeA | Returns all properties of a specific node by its scene path. Args:
Returns: { name, type, path, properties: Record<string, unknown> } Examples:
|
| godot_add_nodeA | Adds a new node of the specified type as a child of the given parent node. Args:
Returns: { name, type, path } of the created node. Examples:
|
| godot_remove_nodeA | Removes a node (and all its children) from the scene. This is destructive and cannot be undone via MCP. Args:
Returns: Confirmation message. |
| godot_set_node_propertyA | Sets one or more properties on an existing node. Args:
Returns: Updated property values. Examples:
|
| godot_reparent_nodeA | Moves a node to a new parent within the same scene, preserving its world transform. Args:
Returns: New node path after reparenting. |
| godot_instantiate_sceneA | Instantiates an existing .tscn file as a child node inside another scene. Args:
Returns: { name, type, path } of the instantiated node. Examples:
|
| godot_save_sceneA | Saves the specified scene (or active scene) to disk. Args:
Returns: Confirmation with the saved path. |
| godot_read_scriptA | Reads the content of a GDScript (.gd) or other text-based resource file. Args:
Returns: { path: string, content: string } |
| godot_write_scriptA | Writes (creates or overwrites) a GDScript file at the given path. Args:
Returns: Confirmation with the file path. Examples:
|
| godot_run_scriptA | Executes a GDScript expression or block in the Godot editor context (via EditorScript). Useful for querying engine state or performing quick operations. Args:
Returns: { success: boolean, output: string, error?: string } Examples:
Warning: This runs arbitrary code in the editor. Use with care. |
| godot_list_filesA | Lists files in the Godot project filesystem under a given directory. Args:
Returns: { total, count, offset, has_more, items: [{ path, type, name }] } |
| godot_get_resourceA | Returns metadata about a specific resource file (texture, audio, mesh, etc.). Args:
Returns: { path, type, name, metadata: object } |
| godot_assign_resourceA | Loads a resource and assigns it to a property of a node. Useful for setting textures, materials, audio streams, etc. Args:
Returns: Confirmation of the assignment. Examples:
|
| godot_create_sceneA | Creates a new empty scene file (.tscn) with a specified root node type. Args:
Returns: { path, root_node, root_type } of the created scene. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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