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Glama
xinyuzjj

Godot MCP Enhanced

by xinyuzjj

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
DEBUGNoSet to "true" to enable detailed server-side debug logging
GODOT_PATHNoPath to the Godot executable (overrides automatic 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_editorC

Launch Godot editor for a specific project

run_projectC

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_infoB

Retrieve metadata about a Godot project

create_sceneB

Create a new Godot scene file

add_nodeB

Add a node to an existing scene

load_spriteC

Load a sprite into a Sprite2D node

save_sceneC

Save changes to a scene file

create_scriptC

Create a new GDScript file

attach_scriptB

Attach a script to a node in a scene

get_uidB

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

update_project_uidsB

Update UID references in a Godot project by resaving resources (for Godot 4.4+)

export_mesh_libraryB

Export a scene as a MeshLibrary resource

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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