io.github.sterion66/godot
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
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
} |
| logging | {} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| extensions | {
"io.modelcontextprotocol/ui": {}
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| godot_find_projectA | Find the Godot project root by searching for project.godot. |
| godot_list_projectsA | List every Godot project under the MCP sandbox directory. Use this when the MCP process cwd is not inside a project or you need to pick among several games. Returns: workspace root and a list of {root, name} for each project.godot found |
| godot_get_workspaceA | Return the sandbox directory for this server. Every project path, write, and Asset Library download must stay under this tree unless you change GODOT_MCP_ROOT and restart the server. Returns: Absolute workspace path and configuration hints |
| godot_create_projectA | Create a Godot project under the MCP workspace: writes project.godot and a starter .tscn (what the Project Manager also creates on disk). When run_godot_import is true and GODOT_MCP_ALLOW_GODOT_EXEC=1, runs the Godot editor in headless import mode (--import) so the .godot/ cache folder exists and resources are processed—this is the engine's own initialization step; there is no separate "create project" binary in Godot. |
| godot_get_project_infoB | Get detailed information about the Godot project. |
| godot_list_scenesB | List all .tscn scene files in the Godot project. |
| godot_list_scriptsA | List all .gd script files in the Godot project. |
| godot_list_resourcesA | List all .tres resource files in the Godot project. |
| godot_find_assetsA | Find assets by extension. |
| godot_read_sceneB | Read and parse a scene file. |
| godot_read_scriptA | Read and parse a GDScript file. |
| godot_create_scriptC | Create a new GDScript file. |
| godot_create_sceneC | Create a new scene file. |
| godot_create_resourceC | Create a new resource file. |
| godot_edit_fileB | Edit a Godot file by replacing content. |
| godot_write_fileC | Write content to a file. |
| godot_search_contentC | Search for content in Godot files. |
| godot_find_unused_filesA | Find files that may not be referenced in scenes or scripts. |
| godot_get_node_infoB | Get information about a Godot node type. |
| godot_generate_uidA | Generate a unique ID for Godot resources. Returns: A unique ID string |
| godot_get_project_settingsA | Get project settings from project.godot (read-only). editor_plugins_enabled lists res:// paths from [editor_plugins]; the user toggles plugins in the Godot editor — MCP does not write that section. |
| godot_list_autoloadB | List autoload singletons. |
| godot_list_editor_pluginsA | List addon folders with plugin.cfg and which editor plugins are enabled in project.godot. Use this (and godot_get_project_settings → editor_plugins_enabled) after the user enables plugins in the editor to verify before continuing. MCP installs addons (e.g. godot_download_asset) but does not modify [editor_plugins], to avoid fighting the open editor and external-reload dialogs. |
| godot_validate_sceneC | Validate a scene file. |
| godot_validate_scriptB | Validate a GDScript file. |
| godot_get_file_infoC | Get information about a file. |
| godot_find_by_patternC | Find files matching a pattern. |
| godot_create_code_templateB | Create code from a template. Template types:
|
| godot_find_godot_executableA | Find the Godot executable on the system. Resolution order when GODOT_EXECUTABLE is unset: macOS: glob (where readable), Spotlight mdfind, find(1) under Applications, then directory scan, then PATH. Windows: where.exe for godot.exe / Godot.exe, then Downloads glob, then directory scan, then PATH. Linux: Downloads / portable names, directory scan, then PATH. Returns: Dictionary with executable path and version info |
| godot_run_gameC | Run the Godot game. |
| godot_execute_scriptC | Execute a GDScript in the Godot project context. |
| godot_check_versionB | Check the Godot version. |
| godot_get_logB | Get recent Godot log entries. |
| godot_watch_filesA | List scene, script, and/or resource files in the project (for monitoring or refresh). This server does not run a background file watcher; use the returned paths with your editor or call godot_refresh_project() after external changes. |
| godot_refresh_projectA | Refresh project cache after file changes. |
| godot_get_project_filesC | Get all files in the project. |
| godot_search_assetlibC | Search the official Godot Asset Library. |
| godot_get_asset_infoB | Get detailed information about an asset. |
| godot_download_assetA | Download an asset from the Asset Library. Zip archives are extracted under the project, then any nested .../addons// (with plugin.cfg) is moved to project_root/addons// so res://addons// matches Godot. Editor plugins must be enabled by the user in Project Settings → Plugins (verify with godot_list_editor_plugins). |
| godot_browse_githubB | Search for Godot-related repositories on GitHub. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| godot_scene_analysis | Generate a prompt for analyzing a scene file. |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| project_info_resource | Get project information as a resource. |
| project_overview | Get project overview including file counts. |
| project_workspace_resource | MCP sandbox: all projects and writes must live under this directory. |
| project_runtime | Get runtime information about the project. |
Latest Blog Posts
- Who's Calling? MCP Hosts Are an Identity Blind Spot (And the Spec Knows It)By Om-Shree-0709 on .mcpAgent IdentityOAuth 2.1
- Your AI Chatbot Just Exposed Your CEO's Salary to an InternBy Om-Shree-0709 on .Agent IdentityMCP SecurityOAuth Delegation
- Why MCP Servers Need Execution Sandboxing (And Why Your Current Stack Isn't Enough)By Om-Shree-0709 on .Agentic AiPrompt InjectionWebAssembly
MCP directory API
We provide all the information about MCP servers via our MCP API.
curl -X GET 'https://glama.ai/api/mcp/v1/servers/sterion66/godot-mcp-server'
If you have feedback or need assistance with the MCP directory API, please join our Discord server