Home / Token cost / Godot

The Godot MCP server costs 30,024 tokens before the first call.

Every request your agent makes carries every tool definition this server exposes — context your code, documents and conversation can't use, mostly for tools the agent never calls. You don't need them all in the window, and you don't have to pay for them.

QUICK ANSWER The Godot MCP server's 321 tool definitions consume 30,024 tokens — 15% of a 200k context window, and 14× the median MCP server (2,142 tokens). A scoped grant exposing only the tools you use cuts that roughly in proportion.

MEASURED FROM SCHEMAS tiktoken o200k_base · rank #50 of 5,402 measured servers · refreshed every build Method →

What that costs before your agent starts working.

Tool definitions are overhead: they occupy context on every request and compete with your code, documents and conversation history for the same window.

200K WINDOW 15%
1M WINDOW 3.0%

Corpus context: Godot ranks #50 of 5,402 measured MCP servers by definition cost. The median is 2,142 tokens, p90 is 11,749, and the heaviest (Ainumbers Mcp Apps) is 161,750 — 81% of a 200k window on its own. New to this? See MCP token cost and context window in the glossary.

Where the 30,024 tokens go.

Each row is one tool definition as a tools/list entry — name, description and input schema — counted with o200k_base. Average: 94 tokens per tool.

ToolCategoryTokens% of server
navigate_character Execute 196 0.7%
create_project_with_assets Write 195 0.6%
tilemap_fill_rect Write 193 0.6%
set_physics_material Write 189 0.6%
add_audio_player Write 187 0.6%
set_input_action Write 184 0.6%
add_audio_bus_effect Write 178 0.6%
add_mesh_instance Write 170 0.6%
setup_lighting Write 170 0.6%
setup_navigation_agent Write 168 0.6%
add_input_action Write 167 0.6%
setup_project_dependencies Write 167 0.6%
create_project Write 166 0.6%
simulate_gameplay_scenario Execute 164 0.5%
setup_navigation_region Write 164 0.5%
run_test_scenario Execute 163 0.5%
tilemap_set_cell Write 159 0.5%
add_animation_track Write 158 0.5%
create_shader Write 158 0.5%
create_animation Write 157 0.5%
assert_visual_match Write 154 0.5%
create_particles Write 152 0.5%
set_theme_color Write 152 0.5%
set_animation_keyframe Write 151 0.5%
setup_navigation_link Write 151 0.5%
set_audio_bus_layout Write 150 0.5%
set_particle_color_gradient Write 149 0.5%
take_screenshot_with_context Read 148 0.5%
assert_game_state Write 147 0.5%
run_stress_test Execute 145 0.5%
find_navigation_path Read 145 0.5%
add_node Write 145 0.5%
set_viewport_size Write 145 0.5%
wait_for_game_event Execute 143 0.5%
simulate_mouse_click Execute 143 0.5%
update_property Write 143 0.5%
configure_android Write 142 0.5%
simulate_sequence Execute 142 0.5%
record_visual_regression Write 141 0.5%
set_node_groups Write 141 0.5%
set_particle_velocity_curve Write 140 0.5%
set_theme_stylebox Write 139 0.5%
configure_ios Write 138 0.5%
get_filesystem_tree Read 137 0.5%
add_gridmap Write 137 0.5%
add_resource Write 135 0.4%
setup_collision Write 135 0.4%
track_object_creation Write 133 0.4%
create_animation_tree Write 132 0.4%
compare_screenshots Read 131 0.4%
record_gameplay Execute 131 0.4%
configure_web Write 130 0.4%
create_project_license Write 130 0.4%
set_breakpoint Write 130 0.4%
set_window_settings Write 130 0.4%
navigate_to Execute 129 0.4%
assert_node_state Write 129 0.4%
export_project Execute 129 0.4%
play_scene Execute 128 0.4%
create_resource_from_template Write 127 0.4%
install_addon Write 127 0.4%
set_input_map Write 126 0.4%
find_nearby_nodes Read 125 0.4%
simulate_key Execute 125 0.4%
find_ui_elements Read 123 0.4%
create_resource Write 123 0.4%
set_theme_constant Write 123 0.4%
set_theme_font_size Write 123 0.4%
create_platform_export_preset Write 122 0.4%
set_remote_debug Write 122 0.4%
add_autoload_config Write 120 0.4%
move_to Execute 120 0.4%
set_anti_aliasing Write 120 0.4%
connect_signal Write 119 0.4%
create_test_character Write 119 0.4%
cross_scene_set_property Write 119 0.4%
set_audio_bus Write 119 0.4%
set_physics_layers Write 118 0.4%
compare_save_states Read 117 0.4%
create_script Write 117 0.4%
batch_set_property Write 116 0.4%
edit_script Write 116 0.4%
get_physics_material Read 115 0.4%
save_game_state Write 115 0.4%
get_node_groups Read 113 0.4%
watch_signals Read 113 0.4%
create_project_readme Write 113 0.4%
set_particle_emission_shape Write 113 0.4%
get_node_properties Read 112 0.4%
monitor_properties Read 112 0.4%
set_scene_group Write 112 0.4%
simulate_mouse_move Execute 112 0.4%
disconnect_signal Write 111 0.4%
set_collision_layer_name Write 111 0.4%
create_scene Write 110 0.4%
set_material_3d Write 110 0.4%
batch_get_properties Read 109 0.4%
set_scene_meta Write 109 0.4%
tilemap_get_cell Read 108 0.4%
set_gravity Write 108 0.4%
remove_breakpoint Write 107 0.4%
assert_screen_text Write 107 0.4%
create_project_from_template Write 107 0.4%
set_audio_bus_volume Write 107 0.4%
set_scene_unique_name Write 107 0.4%
get_game_node_properties Read 106 0.4%
set_tree_parameter Write 106 0.4%
add_raycast Write 105 0.3%
replay_gameplay Execute 105 0.3%
set_game_node_property Execute 105 0.3%
setup_environment Write 105 0.3%
get_editor_log Read 104 0.3%
add_state_machine_state Write 104 0.3%
export_for_platform Execute 104 0.3%
setup_camera_3d Write 104 0.3%
get_animation_info Read 103 0.3%
attach_script Write 103 0.3%
capture_frames Execute 103 0.3%
move_node Write 103 0.3%
simulate_action Execute 103 0.3%
wait_for_node Execute 102 0.3%
get_performance_monitors Read 102 0.3%
edit_shader Write 102 0.3%
evaluate_expression Execute 102 0.3%
set_resource_import_settings Write 101 0.3%
remove_animation Destructive 100 0.3%
set_particle_material Write 100 0.3%
initialize_git_repository Execute 99 0.3%
import_resource Write 99 0.3%
set_profiler_settings Write 99 0.3%
setup_physics_body Write 98 0.3%
add_scene_instance Write 97 0.3%
bake_navigation_mesh Execute 96 0.3%
scaffold_project_structure Write 96 0.3%
set_node_preset Write 96 0.3%
set_shader_param Write 96 0.3%
set_anchor_preset Write 95 0.3%
find_nodes_by_script Read 94 0.3%
apply_particle_preset Write 94 0.3%
edit_resource Write 94 0.3%
set_project_setting Write 94 0.3%
assign_shader_material Write 93 0.3%
set_debug_options Write 92 0.3%
set_navigation_layers Write 92 0.3%
run_exported_build Execute 91 0.3%
set_visual_baseline Write 91 0.3%
click_button_by_text Execute 90 0.3%
create_export_preset Write 90 0.3%
set_build_configuration Write 90 0.3%
add_autoload Write 88 0.3%
configure_addon Write 88 0.3%
get_platform_settings Read 87 0.3%
set_scripting_backend Write 87 0.3%
get_resource_properties Read 86 0.3%
get_scene_file_content Read 86 0.3%
set_custom_features Write 86 0.3%
find_nodes_by_type Read 85 0.3%
get_build_command Read 85 0.3%
get_node_signals Read 85 0.3%
read_resource Read 85 0.3%
search_in_files Read 85 0.3%
add_audio_bus_config Write 85 0.3%
delete_scene Destructive 84 0.3%
remove_audio_bus Destructive 84 0.3%
set_error_handling Write 84 0.3%
get_node_methods Read 83 0.3%
reorder_autoloads Write 83 0.3%
replay_recording Execute 83 0.3%
set_default_gravity Write 83 0.3%
find_script_references Read 82 0.3%
get_class_hierarchy Read 82 0.3%
get_node_default_properties Read 82 0.3%
get_node_enums Read 82 0.3%
rename_node Write 82 0.3%
set_rendering_quality Write 82 0.3%
get_scene_tree Read 81 0.3%
list_scripts Read 81 0.3%
load_game_state Read 81 0.3%
set_editor_scale Write 81 0.3%
delete_save_file Destructive 80 0.3%
get_available_node_types Read 80 0.3%
get_node_constants Read 80 0.3%
add_audio_bus Write 80 0.3%
project_path_to_uid Read 80 0.3%
set_editor_layout Write 80 0.3%
uid_to_project_path Read 80 0.3%
delete_shader Destructive 79 0.3%
get_project_setting Read 79 0.3%
get_resource_import_settings Read 79 0.3%
set_default_linear_damp Write 79 0.3%
set_export_filter Write 79 0.3%
set_renderer Write 79 0.3%
delete_theme Destructive 78 0.3%
execute_game_script Execute 78 0.3%
duplicate_resource Write 78 0.3%
set_physics_engine Write 78 0.3%
set_physics_fps Write 78 0.3%
set_project_setting_config Write 78 0.3%
read_script Read 77 0.3%
create_theme Write 77 0.3%
get_autoload Read 76 0.3%
get_resource_dependencies Read 76 0.3%
get_resource_preview Read 76 0.3%
list_resources Read 76 0.3%
delete_node Destructive 75 0.2%
set_gi_quality Write 75 0.2%
delete_resource Destructive 74 0.2%
execute_editor_script Execute 74 0.2%
get_shader_params Read 74 0.2%
validate_project_structure Read 74 0.2%
set_shadow_quality Write 74 0.2%
get_scene_inheritance Read 73 0.2%
validate_platform_build Read 73 0.2%
set_font_size Write 73 0.2%
remove_audio_player Destructive 72 0.2%
remove_navigation_agent Destructive 72 0.2%
remove_navigation_link Destructive 72 0.2%
remove_navigation_region Destructive 72 0.2%
find_node_references Read 72 0.2%
get_animation_tree_structure Read 72 0.2%
get_audio_info Read 72 0.2%
get_scene_dependencies Read 72 0.2%
get_scene_groups Read 72 0.2%
set_editor_theme Write 72 0.2%
get_all_project_settings Read 71 0.2%
get_audio_bus_effects Read 71 0.2%
get_object_count Read 71 0.2%
get_platform_capabilities Read 71 0.2%
get_project_settings Read 71 0.2%
validate_export_for_platform Read 71 0.2%
validate_platform_export Read 71 0.2%
select_nodes Execute 71 0.2%
delete_particles Destructive 70 0.2%
save_scene Write 70 0.2%
delete_export_preset Destructive 69 0.2%
remove_autoload_config Destructive 69 0.2%
tilemap_clear Destructive 69 0.2%
get_signals Read 69 0.2%
tilemap_get_used_cells Read 69 0.2%
find_nodes_in_group Read 68 0.2%
get_physics_layers Read 68 0.2%
get_scene_meta Read 68 0.2%
delete_script Destructive 67 0.2%
remove_autoload Destructive 67 0.2%
reset_project_setting Write 67 0.2%
uninstall_addon Destructive 67 0.2%
list_animations Read 67 0.2%
tilemap_get_info Read 67 0.2%
validate_script Read 67 0.2%
save_editor_layout Write 67 0.2%
set_main_scene Write 67 0.2%
remove_input_action Destructive 66 0.2%
get_navigation_info Read 66 0.2%
get_theme_info Read 66 0.2%
search_files Read 66 0.2%
update_addon Write 66 0.2%
get_collision_info Read 65 0.2%
get_editor_screenshot Read 65 0.2%
get_particle_info Read 65 0.2%
open_scene Execute 65 0.2%
get_game_screenshot Read 64 0.2%
load_editor_layout Read 64 0.2%
duplicate_node Write 64 0.2%
read_shader Read 63 0.2%
validate_shader Read 63 0.2%
list_shaders Read 60 0.2%
get_editor_performance Read 59 0.2%
find_memory_leaks Read 58 0.2%
get_game_scene_tree Read 57 0.2%
get_memory_usage Read 55 0.2%
get_physics_settings Read 54 0.2%
get_project_statistics Read 54 0.2%
stop_recording Execute 53 0.2%
analyze_scene_complexity Read 53 0.2%
get_call_stack Read 53 0.2%
get_debug_settings Read 53 0.2%
get_visual_diff_report Read 53 0.2%
get_build_settings Read 52 0.2%
get_editor_settings Read 52 0.2%
get_rendering_info Read 52 0.2%
get_rendering_settings Read 52 0.2%
detect_circular_dependencies Read 51 0.2%
find_unused_resources Read 51 0.2%
get_audio_settings Read 51 0.2%
get_editor_errors Read 51 0.2%
get_project_info Read 51 0.2%
get_audio_bus_layout Read 50 0.2%
force_garbage_collection Execute 49 0.2%
start_recording Execute 49 0.2%
get_input_map Read 49 0.2%
get_loaded_scenes Read 49 0.2%
get_platform_export_templates Read 49 0.2%
get_project_templates Read 49 0.2%
validate_export Read 49 0.2%
get_autoloads Read 48 0.2%
get_export_info Read 48 0.2%
reload_plugin Execute 48 0.2%
get_collision_layers Read 47 0.2%
get_export_templates Read 47 0.2%
get_open_scripts Read 47 0.2%
get_test_report Read 47 0.2%
list_addons Read 47 0.2%
validate_build_settings Read 47 0.2%
step_into Execute 47 0.2%
analyze_signal_flow Read 46 0.2%
get_input_actions Read 46 0.2%
reload_project Execute 46 0.2%
step_over Execute 46 0.2%
get_editor_selection Read 45 0.1%
get_output_log Read 45 0.1%
get_resource_types Read 45 0.1%
list_breakpoints Read 45 0.1%
reset_editor_layout Destructive 44 0.1%
find_signal_connections Read 44 0.1%
list_save_files Read 44 0.1%
list_export_presets Read 43 0.1%
continue_execution Execute 43 0.1%
clear_editor_log Destructive 42 0.1%
clear_editor_selection Destructive 42 0.1%
clear_output Destructive 41 0.1%
stop_scene Execute 41 0.1%

Your agent uses a handful of these tools. It pays for all 321.

You don't need all 321 of those definitions in the window. PolicyLayer is an MCP gateway that sits in front of Godot: only the tools you grant are exposed to the agent, the rest never load. A smaller window means a sharper agent — less noise when it picks a tool — and every request costs less:

Grant scopeDefinition costReduction
All 321 tools (no gateway) 30,024 tokens
3 granted tools ~281 tokens −99%
5 granted tools ~468 tokens −98%
10 granted tools ~935 tokens −97%

The risk dividend: 24 of these 321 tools are critical-risk (destructive or financial) and cost 1,655 tokens (6% of the definition load). Block them — the recommended starter policy — and you reclaim that context before tuning anything else.

  1. Create a free account and register Godot — nothing to install.
  2. Grant only the tools you use — ungranted definitions never enter the context window.
  3. Point your MCP client (Claude, Cursor, anything) at your gateway URL.
CUT GODOT TOKEN COST →

Instant setup, no code required.

Godot token-cost questions.

How many tokens does the Godot MCP server use?+

Its 321 tool definitions total 30,024 tokens — 15% of a 200k context window — measured with tiktoken o200k_base over the serialised tools/list payload. Exact counts vary slightly by client and model.

Why does Godot consume tokens before I send a message?+

MCP clients load every connected server's tool definitions — name, description, and input schema — into the model's context so it knows what it can call. That payload is charged against your context window on every request, whether or not a tool is used.

How do I reduce Godot's token usage?+

Expose fewer tools. A PolicyLayer grant scopes Godot to only the tools you allow — ungranted definitions are filtered out of the tool list, so they never enter the context window. A grant of 3 typical tools costs roughly 281 tokens, a 99% reduction.

Does deferred tool loading fix this?+

Partially, in some clients. Claude Code defers MCP tool schemas behind a tool-search step by default, and VS Code has experimental grouping — but you still pay tokens per search and reload, and Cursor, Windsurf and Gemini CLI load definitions upfront. Reducing the exposed tool set cuts the cost in every client.

How these numbers were measured.

01
Serialisation

Each tool is serialised as a tools/list entry — name, description, input schema — from the schemas in the PolicyLayer scan database. Clients differ slightly in framing, so treat counts as close estimates.

02
Tokeniser

tiktoken o200k_base (GPT-4o/o-series). Anthropic's current tokeniser isn't published, so Claude's exact counts will differ; for English text and JSON schemas the totals are close enough to treat these as estimates.

03
Deferred loading

Some clients now defer schema loading (Claude Code's tool search; VS Code experimental grouping). You still pay per search and reload — and Cursor, Windsurf and Gemini CLI load everything upfront.

Computed 23-07-2026 from the PolicyLayer scan database over all 321 catalogued Godot tools. Counts refresh with every site build.

Expose only the tools you use — the rest never enter your context.

A PolicyLayer grant scopes Godot to the tools you actually allow. Ungranted definitions never load, and every call that does run is checked against policy first.

Instant setup, no code required.

46,500+ MCP servers and 515,000+ tools scanned and risk-classified.

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