godot-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
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 |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| run_testsB | Executes tests using GUT or a custom runner |
| get_project_settingsC | Parses project.godot |
| list_export_presetsB | Returns export presets |
| export_projectD | Exports project |
| validate_sceneC | Validates .tscn |
| validate_scriptD | Validates .gd |
| run_sceneC | Runs scene headlessly |
| format_gdscriptC | Formats GDScript |
| inspect_scene_treeC | Returns node hierarchy |
| find_nodesD | Finds nodes in scene |
| get_node_propertiesD | Gets node properties |
| get_node_connectionsD | Gets node signals |
| list_resourcesC | Lists project resources |
| get_resource_dependenciesD | Gets resource deps |
| resolve_pathC | Resolves a UID to a path or vice versa |
| get_resource_infoD | Gets detailed info about a resource |
| verify_apiD | Checks Godot API |
| get_helpC | Gets Godot documentation |
| get_editor_selectionB | Gets current editor selection (requires open editor) |
| get_open_scenesB | Lists open scenes in editor (requires open editor) |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 20 tools
The tools are mostly distinct in purpose, covering different aspects like testing, scene inspection, resource management, and editor interactions. There is slight potential confusion between `inspect_scene_tree` and `find_nodes`, but they serve different goals (hierarchy vs. search). Overall, an agent can reliably select the right tool based on descriptions.
All tool names follow a consistent verb_noun pattern in snake_case, such as `run_tests`, `get_project_settings`, `validate_script`, and `list_resources`. The verbs are action-oriented and the nouns clearly indicate the target resource. This makes the toolset predictable and easy to navigate.
With 20 tools, this exceeds the typical 3-15 range, leaning toward the heavier side. However, each tool addresses a specific need in Godot development (testing, export, scene analysis, resource handling, editor access), so the count is justifiable albeit on the upper end. It feels slightly bloated but not excessive.
The toolset covers a broad range of Godot workflows, including project configuration, validation, running, formatting, scene/node introspection, resource management, and editor state. Missing features like creating or editing scenes/scripts are not core for an MCP that primarily aids analysis and execution. Minor gaps exist (e.g., no explicit node deletion), but agents can work around them.