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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
GODOT_PROJECTNoThe path to the Godot project root. The server auto-detects the Godot project root from the working directory or this environment variable.

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": true
}
resources
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
get_scene_treeA

Get the scene tree structure of a .tscn file with node types, scripts, groups, and hierarchy.

find_nodeC

Find nodes across all indexed scenes by name, type, group, or attached script.

find_signal_connectionsA

Find all signal connections for a node in a scene, or all connections for a signal name across the project.

find_group_membersB

Find all nodes belonging to a specific group across all indexed scenes.

get_scene_dependenciesB

Get all external resources, instanced scenes, and script dependencies of a scene.

trace_signal_chainB

Trace a signal chain: emission → handlers → chained emissions → further handlers. Returns a graph.

find_scene_instancesB

Find all scenes that instance (use) a given scene, with parent node paths.

get_node_propertiesC

Get all properties on a specific node in a scene.

find_resourceC

Find resources by type across the indexed project.

get_resource_propertiesB

Get the properties and sub-resources of a .tres resource file.

get_resource_referencesA

Find every scene and script that references a given resource.

find_resources_of_typeA

Alias for find_resource — find all resources of a given Godot type (e.g. all ShaderMaterials). Includes property names.

get_project_settingsB

Get the Godot project settings including name, version, and main scene.

get_input_mapB

Get the project input action mappings.

get_layer_namesB

Get the named physics and render layers for the project.

get_autoloadsB

Get all autoload singletons configured in the project.

list_project_structureB

List all indexed scenes, scripts, and resources in the project.

read_fileC

Read a file with Godot-enriched output. For .gd files, includes parsed symbols. For .tscn files, includes scene structure.

list_dirC

List files in a directory with Godot-aware file type indicators.

find_fileB

Find files by name pattern or extension in the project. Supports substring or regex matching.

replace_contentC

Replace text content in a file and emit a file change event.

create_fileC

Create a new file with the given content. Triggers index update.

delete_linesB

Delete a range of lines from a file. Line numbers are 1-based.

insert_at_lineC

Insert content at a specific line number. Line number is 1-based.

find_symbolA

Find symbols by name across the project. Uses LSP when available, regex parser as fallback. Results include a metadata.source field indicating whether LSP or regex was used. Report whether results came from LSP or regex fallback, as LSP provides more accurate signatures and locations.

find_referencesA

Find all references to a symbol at a given position. LSP-only (returns error without LSP). Falls back to text search.

get_symbols_overviewA

Get the top-level symbol tree for a GDScript file: functions, signals, exports, enums, constants.

rename_symbolA

Rename a symbol across the entire project using the language server. LSP-only — without LSP, fall back to find_symbol + replace_content and warn about potentially missed references in non-script files (.tscn signal connections, etc.).

replace_symbol_bodyA

Replace the entire body of a function or symbol in a GDScript file. Hash-verified to prevent stale edits.

insert_after_symbolC

Insert content after a named symbol in a GDScript file.

insert_before_symbolC

Insert content before a named symbol in a GDScript file.

add_nodeB

Add a new node as a child of an existing node in a .tscn scene file.

remove_nodeB

Remove a node and all its children from a .tscn scene file. Also removes associated signal connections.

modify_node_propertyC

Set or change a property value on a node in a .tscn scene file.

connect_signalC

Add a new signal connection between nodes in a .tscn scene file.

disconnect_signalC

Remove a signal connection from a .tscn scene file.

add_to_groupC

Add a node to a group in a .tscn scene file.

remove_from_groupC

Remove a node from a group in a .tscn scene file.

create_sceneA

Create a brand new empty .tscn scene file with just a root node.

run_projectB

Run a scene in the Godot editor. Optionally specify a scene path, enable the runtime harness, or watch specific nodes.

stop_projectA

Stop the currently running Godot project.

capture_stateC

Capture a snapshot of the game state from the running project. Optionally specify a node path to narrow the capture.

get_runtime_stateB

Get the runtime state of a specific node path in the running scene tree.

get_signal_logA

Get the log of signals emitted during runtime (requires start_signal_logging first). Optionally filter by signal name or time.

screenshotC

Take a screenshot of the running Godot project.

get_console_outputC

Get console output from the running Godot project. Optionally filter by text or error level.

start_signal_loggingB

Start logging signal emissions on a node and its children. After starting, call get_signal_log to retrieve captured signals.

get_live_scene_treeA

Get the live scene tree from the running Godot project, reflecting runtime-added/removed nodes. Returns compact structure (name/type/path) by default.

switch_modeA

Switch the active mode (planning, editing, debugging, interactive). This updates tool description hints and emits a config:mode-changed event.

get_configB

Get the current merged server configuration, including active context and mode.

onboardingC

Run the onboarding process to initialize .godette/ directory and index the project.

rescaffold_pluginA

DEV: Delete addons/godette/ and re-scaffold the GDScript plugin files from current templates. Useful after changing onboarding templates.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription
godette://init

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