Godot MCP Enhanced
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| CI | No | If 'true', disables telemetry even if GODOT_MCP_TELEMETRY is enabled, to avoid synthetic events in CI. | false |
| DEBUG | No | Enable verbose logging. Default: 'false'. | false |
| GODOT_PATH | No | Path to the Godot executable. Default: auto-search (PATH/registry/Scoop/Downloads). | auto-search |
| GODOT_MCP_SANDBOX | No | Set to 'disabled' to disable GDScript injection scanning (development only). | enabled |
| GODOT_PROJECT_PATH | No | Default project path. Default: auto-detect cwd (search upward for project.godot). | auto-detect |
| GODOT_MCP_TELEMETRY | No | Opt-in anonymous telemetry (default off). Default: 'false'. | false |
| ALLOWED_PROJECT_PATHS | No | Deny-by-default whitelist of allowed project paths to prevent path traversal. | |
| GODOT_MCP_ALLOW_UNSAFE | No | When 'false', forces unsafe operations to require explicit confirmation in untrusted environments. | true |
| GODOT_MCP_SEARCH_PATHS | No | Additional Godot search directories (semicolon-separated). No default. | |
| GODOT_MCP_ALLOWED_GODOT_PATHS | No | Whitelist of Godot binary paths (semicolon-separated, realpath normalized). Empty allows all (with signature verification fallback). In multi-user/untrusted environments, explicitly list trusted Godot paths to prevent spawning arbitrary binaries. | empty (allow all) |
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 |
|---|---|
| tasks | {
"list": {},
"cancel": {},
"requests": {
"tools": {
"call": {}
}
}
} |
| tools | {
"listChanged": true
} |
| logging | {} |
| prompts | {
"listChanged": true
} |
| resources | {
"subscribe": true,
"listChanged": true
} |
| extensions | {
"io.godot-mcp/runtime-bridge": {
"version": "1",
"description": "Godot runtime bridge: TCP channel for game queries/inputs/asserts and deterministic playtest (seed/fixed_delta/step/snapshot/restore)",
"capabilities": [
"game_query",
"game_input",
"game_write",
"game_wait",
"game_playtest",
"install_override"
]
}
} |
| completions | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| runtimeC | 启动编辑器、运行/停止项目、获取调试输出、运行测试、获取 Godot 版本。 |
| screenshotB | Screenshot capture and image analysis handoff. capture: capture a Godot scene screenshot in headless mode (experimental). analyze: return the image as MCP image content (base64) for the client vision capability to examine — returns image data, NOT a text description. |
| projectC | 搜索 Godot 项目、获取项目信息、列出文件、读取配置、创建项目、设置项目规则。 |
| sceneC | 场景操作。读取/创建: read_scene, create_scene, quick_scene。节点: add_node, batch_add_nodes, edit_node, remove_node。保存/资源: save_scene, load_sprite。查询: query_scene_tree, inspect_node。实例: instance_scene, set_instance_property, detach_instance。 |
| scriptA | 脚本操作。读写: read_script, write_script。编辑: edit_script(行号/search_and_replace)。执行: execute_gdscript(⚠️ 沙箱仅防误操作,不可用于不可信输入。高安全场景请用 ALLOW_EXECUTE_GDSCRIPT=false 或容器隔离)。⚠️ write_script/edit_script 写入 .gd 前也走沙箱扫描(防 @tool 脚本加载即执行等已知危险 API 模式(清单不列举,防沙箱边界被侦察);与 execute_gdscript 同威胁面)。测试: generate_test, create_test_scene。批量替换: project_replace。💡 execute_gdscript 最佳实践:分步执行、每步验证(把复杂逻辑拆成小块逐一跑,每步用 read_script/edit_script 迭代,避免一次性大脚本出错难定位)。 |
| validationA | 运行验证、分析错误、验证项目/脚本、导入资源。一键 headless 运行 + 错误分析,或按需单项检查。 |
| docsB | Query Godot class documentation: get_class_info, search_classes, find_method, get_inheritance. |
| audioA | 音频操作。play: 播放(支持 AudioStreamPlayer/2D/3D)。stop: 停止。set_param: 设置参数(volume_db/pitch_scale/bus)。query: 查询播放状态。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。 |
| materialA | Material and shader operations. Read: read. Write: set_params, create, save, load. Shader: shader_read, shader_write, shader_load_file, shader_save_file, shader_list_templates, shader_apply_template. 运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。 |
| gameA | 游戏桥接操作。安装/卸载: game_bridge_install, game_bridge_uninstall。P2-1 overrides 注入: install_override/uninstall_override (启动游戏前注入任意调试脚本到项目 autoload,如日志钩子/状态快照)。查询: game_query (ping, get_tree, find_nodes, get_node_properties, get_performance, get_viewport_info, take_screenshot)。写入: game_write (set_node_property, call_method)。输入: game_input (send_key, send_mouse_click, send_mouse_move, send_text, send_touch, send_drag, send_input_sequence 帧定时输入时间线)。等待: game_wait (wait_for_node, wait_for_property)。P2-4 确定性 playtest: game_playtest (playtest.seed 锁随机, playtest.fixed_delta 锁步长, playtest.step 单步推进, playtest.snapshot/restore 状态快照)。G1 control 层: playtest.freeze (冻结游戏循环,bridge 仍响应), playtest.unfreeze (解冻), playtest.step_until (条件满足/帧尽/wall 超时即停,结构化条件 {path,property,op,value}[] AND)。监控: monitor_start/stop/poll (属性时间线采样)。信号: watch_start/stop/poll (信号事件记录)。UI: find_ui_elements/click_button (UI元素发现+按钮点击)。 |
| workflowC | Development workflow tools. dev_loop: execute GDScript with optional validation, bridge queries, and state saving. scene_snapshot: capture structured scene tree snapshot. batch_validate: validate multiple GDScript files at once. |
| animationA | 查询、控制和编辑动画。查询: list_players, get_info, get_details, get_keyframes。播放: play, stop, seek, blend。编辑: create, delete, update_props, add_track, remove_track, add_keyframe, remove_keyframe, update_keyframe。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。 |
| profilerA | 性能分析工具。snapshot: 快照(FPS/内存/绘制调用/物理统计)。start/stop: 开始/停止分析会话。get_data: 收集帧级数据,含多维度采样、p99百分位、趋势退化检测、内存趋势、渲染统计。get_active_processes: 遍历场景树查找有 _process/_physics_process 的节点。get_signal_connections: 列出子树所有信号连接。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。 |
| animtreeA | 查询、控制和编辑 AnimationTree。支持创建节点、添加状态、添加转换、设置混合参数、播放状态、编辑状态属性。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。 |
| particlesA | 创建 GPUParticles2D/3D 节点、设置发射/处理参数、加载预设效果、设置粒子材质。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。 |
| signalA | 信号操作。connect/disconnect: 连接/断开信号。emit: 发射信号(参数仅基本类型)。list: 列出节点可用信号。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。 |
| animation_trackA | 动画轨道与关键帧操作。轨道: add_track, remove_track。关键帧: add_keyframe, remove_keyframe, update_keyframe。曲线: set_curve。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。 |
| load_skillA | 从本地知识库(GodotPrompter/gd-agentic 等)按关键词检索 SKILL.md。两级检索:name/description 高精度→全文 fallback。返回带来源标注(source/path)和相关性 score 的匹配。缺失库进 missing_libraries 不报错。 |
| cppA | GDExtension (C++) 脚手架生成。scaffold_gdextension: 在 project_path 下生成完整可编译的 godot-cpp GDExtension 工程骨架(src/类.cpp/.h + register_types + SConstruct + .gdextension + .gitignore + README),不联网/不编译,对齐 godot-cpp 官方 example。 |
| godot_get_contextA | 一次返回会话全景(模式/项目/连接/场景快照/最近调用统计/工具组/推荐 workflow/规则/性能),减少反复探路。headless 模式 scene=null。 |
| runtime_assertA | 运行时断言:在运行中的游戏上验证节点状态/场景结构/屏幕文本/性能/截图对比。agent 可任意时刻调用,不必走 workflow.dev_loop。全部依赖 game-bridge(需先 game_bridge_install + 游戏运行中)。 |
| qaA | QA 测试套件编排:结构化测试规范 → 自动安装 bridge → 运行游戏 → 逐步执行 → 聚合报告 + 回归 diff。步骤类型:input/wait/wait_frames/freeze/unfreeze/step_until/snapshot/restore/set/call/watch_start|stop/monitor_start|stop/assert/screenshot/sleep;断言 8 种与各字段语义见 schema 字段 description。run 支持 mode:async 后台执行(qa status/cancel 管理)。报告落 ~/.godot-mcp/qa-reports/.{json,md}。 |
| analysisA | 理解层静态分析(零 Godot 依赖)。action=signal_map 列全项目信号连接(.tscn [connection] 声明 + .gd 代码 connect/emit 引用,两来源分开标注);action=impact_check 改动前影响面评估——改信号列出全部连接方/发射方/监听方,改脚本列出引用它的场景与节点,改场景列出其连接/脚本/被实例化处。盲区诚实标注:运行时动态信号名/autoload 间连接不可见。 |
| helpA | 获取任意工具的完整文档。可用工具名:analysis, android, animation, animation_track, animtree, asset, audio, audit, blender, confirm_and_execute, cpp, csv_to_resources, debug, docs, editor, engine, game, godot_advanced_tool, godot_get_context, godot_list_dynamic_routes, godot_list_instances, godot_select_instance, help, load_skill, manage_tools, material, nav, particles, physics, profiler, project, qa, runtime, runtime_assert, scene, screenshot, script, self_update, signal, testing, tilemap, translation, ui, uid, validation, workflow。传 tool_name 获取该工具的详细用法、参数、action 列表。拼写纠错自动提示最接近的工具名。 |
| auditA | 操作审计日志查询(G3)。action=get_log 读 {project}/.godot/mcp_audit.jsonl 统计回放(操作计数/风险高亮/最近条目/时间范围);action=suggest_rollback 对指定条目给诚实回滚建议(create 类可删/project.godot before_values/其余靠 Git)。write/destructive 操作经 audit after middleware 自动落盘(changed_files 为项目相对路径,PII 护栏)。 |
| confirm_and_executeA | Execute a previously blocked tool using a confirmation token. Use this when a tool returns a confirmation_token. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| create_platformer | 2D platformer game scaffold guidance |
| setup_player_controller | Player controller setup guidance |
| optimize_scene | Scene optimization analysis guidance |
| debug_performance | Performance debugging walkthrough |
| scene_editing_strategy | Scene editing strategy: capability discovery, decision tree, and closed-loop verification |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| Help | No project path available or path not in allowed roots. |
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