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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

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

CapabilityDetails
tools
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

C2.5/5.0

Scored across 20 tools

Disambiguation4/5

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.

Naming Consistency5/5

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.

Tool Count3/5

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.

Completeness4/5

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.

Maintenance

ActivityMaintained
ResponsivenessNo issues