Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| GODOT_PROJECT | No | The 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
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
| resources | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| get_scene_tree | Get the scene tree structure of a .tscn file with node types, scripts, groups, and hierarchy. |
| find_node | Find nodes across all indexed scenes by name, type, group, or attached script. |
| find_signal_connections | Find all signal connections for a node in a scene, or all connections for a signal name across the project. |
| find_group_members | Find all nodes belonging to a specific group across all indexed scenes. |
| get_scene_dependencies | Get all external resources, instanced scenes, and script dependencies of a scene. |
| trace_signal_chain | Trace a signal chain: emission → handlers → chained emissions → further handlers. Returns a graph. |
| find_scene_instances | Find all scenes that instance (use) a given scene, with parent node paths. |
| get_node_properties | Get all properties on a specific node in a scene. |
| find_resource | Find resources by type across the indexed project. |
| get_resource_properties | Get the properties and sub-resources of a .tres resource file. |
| get_resource_references | Find every scene and script that references a given resource. |
| find_resources_of_type | Alias for find_resource — find all resources of a given Godot type (e.g. all ShaderMaterials). Includes property names. |
| get_project_settings | Get the Godot project settings including name, version, and main scene. |
| get_input_map | Get the project input action mappings. |
| get_layer_names | Get the named physics and render layers for the project. |
| get_autoloads | Get all autoload singletons configured in the project. |
| list_project_structure | List all indexed scenes, scripts, and resources in the project. |
| read_file | Read a file with Godot-enriched output. For .gd files, includes parsed symbols. For .tscn files, includes scene structure. |
| list_dir | List files in a directory with Godot-aware file type indicators. |
| find_file | Find files by name pattern or extension in the project. Supports substring or regex matching. |
| replace_content | Replace text content in a file and emit a file change event. |
| create_file | Create a new file with the given content. Triggers index update. |
| delete_lines | Delete a range of lines from a file. Line numbers are 1-based. |
| insert_at_line | Insert content at a specific line number. Line number is 1-based. |
| find_symbol | 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_references | Find all references to a symbol at a given position. LSP-only (returns error without LSP). Falls back to text search. |
| get_symbols_overview | Get the top-level symbol tree for a GDScript file: functions, signals, exports, enums, constants. |
| rename_symbol | 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_body | Replace the entire body of a function or symbol in a GDScript file. Hash-verified to prevent stale edits. |
| insert_after_symbol | Insert content after a named symbol in a GDScript file. |
| insert_before_symbol | Insert content before a named symbol in a GDScript file. |
| add_node | Add a new node as a child of an existing node in a .tscn scene file. |
| remove_node | Remove a node and all its children from a .tscn scene file. Also removes associated signal connections. |
| modify_node_property | Set or change a property value on a node in a .tscn scene file. |
| connect_signal | Add a new signal connection between nodes in a .tscn scene file. |
| disconnect_signal | Remove a signal connection from a .tscn scene file. |
| add_to_group | Add a node to a group in a .tscn scene file. |
| remove_from_group | Remove a node from a group in a .tscn scene file. |
| create_scene | Create a brand new empty .tscn scene file with just a root node. |
| run_project | Run a scene in the Godot editor. Optionally specify a scene path, enable the runtime harness, or watch specific nodes. |
| stop_project | Stop the currently running Godot project. |
| capture_state | Capture a snapshot of the game state from the running project. Optionally specify a node path to narrow the capture. |
| get_runtime_state | Get the runtime state of a specific node path in the running scene tree. |
| get_signal_log | Get the log of signals emitted during runtime (requires start_signal_logging first). Optionally filter by signal name or time. |
| screenshot | Take a screenshot of the running Godot project. |
| get_console_output | Get console output from the running Godot project. Optionally filter by text or error level. |
| start_signal_logging | Start logging signal emissions on a node and its children. After starting, call get_signal_log to retrieve captured signals. |
| get_live_scene_tree | Get the live scene tree from the running Godot project, reflecting runtime-added/removed nodes. Returns compact structure (name/type/path) by default. |
| switch_mode | Switch the active mode (planning, editing, debugging, interactive). This updates tool description hints and emits a config:mode-changed event. |
| get_config | Get the current merged server configuration, including active context and mode. |
| onboarding | Run the onboarding process to initialize .godette/ directory and index the project. |
| rescaffold_plugin | 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| godette://init |