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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoSet to 'true' for detailed server-side logging
GODOT_PATHNoPath to the Godot executable (overrides auto-detection)

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
launch_editorB

Launch Godot editor for a specific project

run_projectB

Run the Godot project and capture output

get_debug_outputB

Get the current debug output and errors

stop_projectA

Stop the currently running Godot project

get_godot_versionA

Get the installed Godot version

list_projectsA

List Godot projects in a directory

get_project_infoC

Retrieve metadata about a Godot project

create_sceneC

Create a new Godot scene file

add_nodeC

Add a node to an existing scene

load_spriteC

Load a sprite into a Sprite2D node

export_mesh_libraryB

Export a scene as a MeshLibrary resource

save_sceneC

Save changes to a scene file

get_uidB

Get the UID for a specific file in a Godot project (for Godot 4.4+)

update_project_uidsA

Update UID references by resaving resources (4.4+)

game_screenshotA

Screenshot the running game (returns base64 PNG)

game_clickA

Click at a position in the running Godot game window

game_key_pressC

Send a key press or input action to the running game

game_mouse_moveB

Move the mouse in the running Godot game

game_get_uiB

Get visible UI elements from the running game

game_get_scene_treeB

Get scene tree structure of the running game

game_evalC

Execute GDScript in the running game. Use "return" for values.

game_get_propertyB

Get a property value from any node in the running game by its path

game_set_propertyC

Set a property on a node in the running game

game_call_methodB

Call a method on any node in the running game with optional arguments

game_get_node_infoB

Get node info: class, properties, signals, methods, children

game_instantiate_sceneA

Load a PackedScene and add it as a child of a node in the running game

game_remove_nodeB

Remove and free a node from the running game's scene tree

game_change_sceneA

Switch to a different scene file in the running game

game_pauseB

Pause or unpause the running game

game_performanceA

Get performance metrics (FPS, memory, draw calls)

game_waitB

Wait N frames in the running game

read_sceneB

Read scene file as JSON node tree (headless)

modify_scene_nodeA

Modify node properties in a scene file (headless)

remove_scene_nodeB

Remove a node from a scene file (headless)

read_project_settingsA

Read project.godot as structured JSON

modify_project_settingsC

Modify a project.godot setting

list_project_filesB

List project files, optionally filtered by extension

game_connect_signalB

Connect a signal from one node to a method on another node in the running game

game_disconnect_signalB

Disconnect a signal connection in the running game

game_emit_signalA

Emit a signal on a node in the running game, optionally with arguments

game_play_animationB

Control an AnimationPlayer node: play, stop, pause, or list animations

game_tween_propertyC

Tween a node property in the running game

game_get_nodes_in_groupA

Get all nodes belonging to a specific group in the running game

game_find_nodes_by_classB

Find all nodes of a specific class type in the running game

game_reparent_nodeA

Move a node to a new parent in the running game's scene tree

attach_scriptB

Attach a GDScript to a scene node (headless)

create_resourceB

Create a .tres resource file (headless)

read_fileC

Read a text file from a Godot project

write_fileA

Create or overwrite a text file in a Godot project

delete_fileB

Delete a file from a Godot project

create_directoryC

Create a directory inside a Godot project

game_get_errorsA

Get new push_error/push_warning messages since last call

game_get_logsA

Get new print output from the running game since last call

game_key_holdA

Hold a key down without auto-releasing

game_key_releaseA

Release a previously held key

game_scrollC

Send mouse scroll wheel event at position

game_mouse_dragC

Drag mouse between two points over N frames

game_gamepadA

Send gamepad button or axis input event

create_projectB

Create a new Godot project from scratch

create_csharp_scriptA

Create a C# script file in a Godot .NET project

manage_autoloadsB

Add, remove, or list autoloads in a Godot project

manage_input_mapC

Add, remove, or list input actions and bindings

manage_export_presetsC

Create or modify export preset configuration

game_get_cameraA

Get active camera position, rotation, and size

game_set_cameraC

Move or rotate the active camera

game_raycastB

Cast a ray and return collision results

game_get_audioB

Get audio bus layout and playing streams

game_spawn_nodeB

Create a new node of any type at runtime

game_set_shader_paramC

Set a shader parameter on a node's material

game_audio_playC

Play, stop, or pause an AudioStreamPlayer node

game_audio_busB

Set volume, mute, or solo on an audio bus

game_navigate_pathC

Query a navigation path between two points

game_tilemapB

Get or set cells in a TileMapLayer node

game_add_collisionC

Add a collision shape to a physics body node

game_environmentC

Get or set environment and post-processing settings

game_manage_groupC

Add or remove a node from a group, or list groups

game_create_timerC

Create a Timer node with configuration

game_set_particlesC

Configure GPUParticles2D/3D node properties

game_create_animationC

Create an animation with tracks and keyframes

export_projectC

Export a Godot project using a preset

game_serialize_stateC

Save or load node tree state as JSON

game_physics_bodyC

Configure physics body properties (mass, velocity, etc.)

game_create_jointC

Create a physics joint between two bodies

game_bone_poseB

Get or set bone poses on a Skeleton3D node

game_ui_themeC

Apply theme overrides to a Control node

game_viewportC

Create or configure a SubViewport node

game_debug_drawB

Draw debug lines, spheres, or boxes in 3D

game_http_requestB

HTTP GET/POST/PUT/DELETE with headers and body

game_websocketC

WebSocket client connect/disconnect/send messages

game_multiplayerC

ENet multiplayer create server/client/disconnect

game_rpcC

Call or configure RPC methods on nodes

game_touchC

Simulate touch press/release/drag and gestures

game_input_stateC

Query pressed keys, mouse position, connected pads

game_input_actionC

Manage runtime InputMap actions and strength

game_list_signalsC

List all signals on a node with connections

game_await_signalC

Await a signal with timeout and return args

game_scriptC

Attach, detach, or get source of node scripts

game_windowC

Get/set window size, fullscreen, title, position

game_os_infoA

Get platform, locale, screen, adapter, memory info

game_time_scaleC

Get/set Engine.time_scale and timing info

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

C2.8/5.0

Scored across 157 tools

Disambiguation4/5

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.

Naming Consistency4/5

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.

Tool Count1/5

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.

Completeness5/5

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.

Maintenance

ActivityStale
ResponsivenessSlow