Godot MCP - Full Control
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TDQS
Scored across 157 tools
Most tools have clearly distinct purposes due to specific naming and descriptions. However, there is some potential overlap among animation tools (e.g., game_play_animation, game_animation_control, game_create_animation) and between game_eval and game_call_method, which could cause occasional misselection.
Runtime tools consistently use the 'game_' prefix, while project-level tools follow verb_noun patterns (e.g., create_scene, delete_file). However, there is a mix of prefixes like 'manage_', 'get_', and 'read_' for non-runtime tools, which slightly reduces consistency.
With 157 tools, the count is extremely high and far exceeds the typical range for a well-scoped server. Even for a 'full control' server, this number likely overwhelms agents and suggests lack of modularity.
The tool set covers an extensive range of Godot operations: project management, scene editing, runtime inspection and control, audio, animation, physics, UI, networking, and more. There are no obvious gaps for the stated 'full control' purpose.