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Godot MCP Enhanced

by xinyuzjj

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    TDQS

    B3.2/5.0

    Scored across 16 tools

    Disambiguation4/5

    Most tools target a distinct resource and action, such as creating scenes, attaching scripts, or managing UIDs. A few edge cases like launch_editor vs. run_project and add_node vs. load_sprite could cause some hesitation, but the descriptions sufficiently clarify the boundaries.

    Naming Consistency5/5

    All tool names follow a consistent snake_case verb_noun pattern: launch_editor, run_project, get_debug_output, create_scene, attach_script, etc. This makes the toolset highly predictable and easy for an agent to reason about.

    Tool Count4/5

    With 16 tools, the set is slightly above the ideal 3-15 range, but each tool covers a distinct part of Godot workflows: project control, scene editing, scripting, UID maintenance, and export. It feels reasonably scoped for a domain-specific MCP server.

    Completeness3/5

    The set covers many core operations: creating scenes/scripts, adding and saving, attaching scripts, running projects, and managing UIDs. However, it lacks deletion, scene inspection/reading node trees, and script editing/updating, which are notable gaps for a complete Godot development workflow.

    Maintenance

    ActivityInactive
    ResponsivenessNo issues