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The Godot MCP server costs 44,543 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 386 tool definitions consume 44,543 tokens — 22% of a 200k context window, and 24× the median MCP server (1,866 tokens). A scoped grant exposing only the tools you use cuts that roughly in proportion.

MEASURED FROM SCHEMAS tiktoken o200k_base · rank #98 of 12,801 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 22%
1M WINDOW 4.5%

Corpus context: Godot ranks #98 of 12,801 measured MCP servers by definition cost. The median is 1,866 tokens, p90 is 13,646, and the heaviest (Ainumbers Mcp Apps) is 442,891 — 221% of a 200k window on its own. New to this? See MCP token cost and context window in the glossary.

Where the 44,543 tokens go.

Each row is one tool definition as a tools/list entry — name, description and input schema — counted with o200k_base. Average: 115 tokens per tool.

ToolCategoryTokens% of server
create_export_preset Write 549 1.2%
update_export_preset Write 459 1.0%
set_stylebox Write 415 0.9%
transform_node Write 369 0.8%
read_game_log Read 364 0.8%
edit_scene Write 344 0.8%
add_shader_graph_node Write 339 0.8%
create_nav_link Write 336 0.8%
add_tileset_source Write 328 0.7%
set_shape_points Write 328 0.7%
add_input_binding Write 313 0.7%
set_skeleton_bone_pose Write 313 0.7%
connect_signal Write 311 0.7%
add_bus_effect Write 308 0.7%
create_joint Write 307 0.7%
find_nodes_in_scenes Read 306 0.7%
set_collision_shape Write 295 0.7%
add_node Write 288 0.6%
write_path_curve Write 280 0.6%
set_keyframe Write 273 0.6%
add_script_function Write 271 0.6%
set_shader_node_param Write 258 0.6%
add_animation_track Write 257 0.6%
create_physics_material Write 256 0.6%
run_project Execute 255 0.6%
connect_shader_graph_nodes Write 250 0.6%
create_po_translation Write 250 0.6%
disconnect_shader_graph_nodes Write 241 0.5%
create_noise_texture Write 240 0.5%
create_nav_mesh Write 235 0.5%
create_collision_polygon Write 232 0.5%
create_multimesh Write 232 0.5%
add_script_export Write 223 0.5%
create_vehicle_body Write 218 0.5%
add_theme_type Write 212 0.5%
set_bus_volume Write 212 0.5%
create_script Write 211 0.5%
editor_open_script_at_line Write 211 0.5%
disconnect_signal Write 210 0.5%
modify_node Write 207 0.5%
editor_add_node Write 203 0.5%
create_resource Write 201 0.5%
add_audio_bus Write 200 0.4%
configure_file_logging Write 199 0.4%
search_tools Read 198 0.4%
clone_node Write 195 0.4%
create_mesh_primitive Write 195 0.4%
create_gdextension Write 189 0.4%
export_project Execute 184 0.4%
set_animation_tree_param Write 184 0.4%
editor_set_multiplayer_synchronizer_param Write 180 0.4%
editor_set_multiplayer_spawner_param Write 178 0.4%
create_animation Write 177 0.4%
editor_set_area_param Write 177 0.4%
editor_set_tab_container_param Write 177 0.4%
editor_set_occluder_param Write 176 0.4%
editor_set_rich_text_param Write 176 0.4%
editor_set_soft_body_param Write 176 0.4%
set_animation_param Write 176 0.4%
editor_set_animated_sprite_param Write 175 0.4%
editor_set_audio_player_param Write 175 0.4%
editor_set_parallax_param Write 175 0.4%
editor_set_video_player_param Write 175 0.4%
editor_select_node Write 174 0.4%
editor_set_audio_listener_param Write 174 0.4%
editor_set_character_body_param Write 174 0.4%
editor_set_decal_param Write 174 0.4%
editor_set_viewport_param Write 174 0.4%
set_mesh_surface_material Write 174 0.4%
editor_set_particles_param Write 173 0.4%
editor_set_camera_param Write 172 0.4%
editor_set_container_param Write 172 0.4%
editor_set_marker_param Write 172 0.4%
set_node_position Write 172 0.4%
create_scene Write 171 0.4%
set_node_rotation Write 171 0.4%
create_translation Write 170 0.4%
list_project_files Read 169 0.4%
set_joint_param Write 169 0.4%
set_node_scale Write 169 0.4%
list_scripts Read 168 0.4%
create_gradient Write 168 0.4%
set_light_param Write 167 0.4%
set_material_param Write 167 0.4%
editor_create_multiplayer_synchronizer Write 166 0.4%
remove_audio_bus Destructive 165 0.4%
remove_shader_graph_node Destructive 165 0.4%
create_curve Write 165 0.4%
create_spring_arm Write 165 0.4%
editor_create_csg_cylinder Write 165 0.4%
editor_create_csg_merge Write 165 0.4%
editor_create_csg_sphere Write 165 0.4%
editor_create_csg_box Write 164 0.4%
editor_create_csg_polygon Write 164 0.4%
editor_create_multiplayer_spawner Write 164 0.4%
list_materials Read 163 0.4%
search_in_scripts Read 163 0.4%
editor_create_gpu_particles Write 163 0.4%
write_resource Write 163 0.4%
editor_create_mesh_instance Write 162 0.4%
capture_screenshot Read 161 0.4%
load_sprite Write 161 0.4%
editor_show_toast Execute 160 0.4%
list_resources Read 160 0.4%
editor_create_camera Write 160 0.4%
search_in_project Read 159 0.4%
read_shader Read 158 0.4%
read_script Read 157 0.4%
attach_script Write 156 0.4%
rename_node Write 156 0.4%
write_collision_layers Write 156 0.4%
create_atlas_texture Write 155 0.3%
editor_create_script Write 152 0.3%
write_translation Write 151 0.3%
write_shader Write 150 0.3%
editor_list_filesystem Read 148 0.3%
editor_simulate_key Execute 147 0.3%
add_animation_library Write 147 0.3%
set_texture_import_flags Write 147 0.3%
write_project_config Write 147 0.3%
write_script Write 147 0.3%
runtime_input Execute 146 0.3%
add_translation_key Write 145 0.3%
add_script_signal Write 144 0.3%
create_sprite_frames Write 143 0.3%
diff_resource Read 140 0.3%
create_world_environment Write 138 0.3%
editor_disconnect_signal Write 137 0.3%
editor_save_scene_as Write 137 0.3%
runtime_call_method Execute 137 0.3%
list_projects Read 135 0.3%
set_environment_param Write 135 0.3%
set_light_2d_param Write 135 0.3%
simplify_polygon Write 135 0.3%
create_sky Write 133 0.3%
create_tileset Write 133 0.3%
diff_scene Read 133 0.3%
editor_connect_signal Write 133 0.3%
editor_set_selection Execute 133 0.3%
runtime_emit_signal Execute 133 0.3%
create_environment Write 132 0.3%
editor_create_scene Write 132 0.3%
runtime_set_node Execute 132 0.3%
create_grid_map Write 131 0.3%
remove_animation_track Destructive 130 0.3%
editor_instantiate_scene Write 130 0.3%
launch_editor Execute 126 0.3%
create_image_texture Write 126 0.3%
create_shader Write 126 0.3%
list_import_files Read 124 0.3%
write_input_action Write 124 0.3%
list_lights Read 122 0.3%
list_ui_nodes Read 122 0.3%
read_light_2d Read 122 0.3%
create_audio_bus_layout Write 122 0.3%
diff_project_config Write 122 0.3%
editor_move_node Write 122 0.3%
editor_restart Destructive 120 0.3%
read_raycast Read 120 0.3%
create_world Write 119 0.3%
list_scenes Read 116 0.3%
search_scene_content Read 116 0.3%
create_theme Write 116 0.3%
list_shaders Read 115 0.3%
read_particles Read 115 0.3%
remove_node Destructive 114 0.3%
read_collision_polygon Read 114 0.3%
read_animation Read 113 0.3%
create_visual_shader Write 113 0.3%
duplicate_resource Write 113 0.3%
list_visual_shaders Read 110 0.2%
read_joint Read 110 0.2%
create_camera_attributes Write 110 0.2%
move_file Write 110 0.2%
add_autoload Write 108 0.2%
write_import_config Write 108 0.2%
list_shader_includes Read 107 0.2%
read_area Read 107 0.2%
duplicate_scene Write 107 0.2%
read_mesh_instance Read 106 0.2%
read_camera Read 105 0.2%
read_nav_obstacle Read 105 0.2%
read_marker Read 104 0.2%
read_path Read 104 0.2%
read_tab_container Read 104 0.2%
read_translation Read 104 0.2%
list_all_signals Read 103 0.2%
read_nav_agent Read 103 0.2%
read_rich_text Read 102 0.2%
list_joints Read 101 0.2%
read_viewport Read 101 0.2%
read_nav_region Read 100 0.2%
read_skeleton Read 100 0.2%
editor_duplicate_node Write 100 0.2%
remove_joint Destructive 99 0.2%
read_animated_sprite Read 99 0.2%
read_character_body Read 99 0.2%
diff_animation Write 98 0.2%
diff_script Write 98 0.2%
editor_set_node_properties Write 98 0.2%
get_user_data_dir Read 96 0.2%
read_container Read 96 0.2%
runtime_get_node Read 95 0.2%
editor_set_movie_maker Write 95 0.2%
get_status Read 92 0.2%
editor_add_input_action Write 92 0.2%
editor_attach_script Write 91 0.2%
editor_reparent_node Write 91 0.2%
editor_get_class_list Read 90 0.2%
list_shader_node_types Read 90 0.2%
register_translation Write 88 0.2%
editor_remove_breakpoint Write 87 0.2%
editor_rename_node Write 87 0.2%
editor_set_breakpoint Write 87 0.2%
editor_set_distraction_free Write 87 0.2%
clear_game_logs Destructive 85 0.2%
editor_paste Write 85 0.2%
read_audio_bus_layout Read 84 0.2%
runtime_step Execute 84 0.2%
compile_shader Execute 83 0.2%
editor_set_project_setting Write 83 0.2%
validate_shader Read 82 0.2%
read_import_config Read 80 0.2%
editor_run_specific_scene Execute 79 0.2%
editor_add_autoload Write 79 0.2%
editor_move_asset Write 79 0.2%
read_audio_stream Read 77 0.2%
read_csproj Read 77 0.2%
editor_rename_asset Write 77 0.2%
create_shader_include Write 76 0.2%
editor_duplicate_asset Write 76 0.2%
read_resource Read 75 0.2%
editor_set_editor_setting Write 75 0.2%
read_gdextension Read 74 0.2%
read_shader_include Read 74 0.2%
update_project_uids Write 74 0.2%
read_visual_shader Read 73 0.2%
validate_script Read 73 0.2%
list_textures Read 72 0.2%
read_material Read 72 0.2%
read_scene Read 72 0.2%
runtime_screenshot Read 72 0.2%
delete_file Destructive 71 0.2%
editor_open_dock Execute 71 0.2%
list_animations Read 70 0.2%
read_script_structure Read 70 0.2%
read_theme Read 70 0.2%
editor_run_gdscript Execute 69 0.2%
get_shader_node_defaults Read 69 0.2%
read_animation_tree Read 69 0.2%
list_cameras Read 68 0.2%
read_tilemap Read 68 0.2%
create_directory Write 68 0.2%
unregister_translation Destructive 67 0.2%
editor_take_screenshot Read 67 0.2%
read_texture_info Read 67 0.2%
remove_autoload Destructive 66 0.1%
remove_export_preset Destructive 66 0.1%
monitor_output Read 66 0.1%
read_environment Read 66 0.1%
read_occluder Read 66 0.1%
editor_evaluate_expression Execute 66 0.1%
list_audio_files Read 64 0.1%
list_paths Read 64 0.1%
list_physics_materials Read 64 0.1%
read_audio_listener Read 64 0.1%
read_spring_arm Read 64 0.1%
remove_input_action Destructive 63 0.1%
list_nav_regions Read 63 0.1%
list_popups Read 63 0.1%
list_tilesets Read 63 0.1%
read_multimesh Read 63 0.1%
editor_get_node_properties Read 62 0.1%
editor_show_in_filesystem Read 62 0.1%
get_uid Read 62 0.1%
list_environments Read 62 0.1%
list_translations Read 62 0.1%
read_audio_player Read 62 0.1%
read_grid_map Read 62 0.1%
read_parallax Read 62 0.1%
read_video_player Read 62 0.1%
editor_remove_node Destructive 61 0.1%
list_skeletons Read 61 0.1%
read_physics_material Read 61 0.1%
read_reflection_probe Read 61 0.1%
read_soft_body Read 61 0.1%
read_stylebox Read 61 0.1%
read_tileset Read 61 0.1%
editor_set_main_scene Write 61 0.1%
read_decal Read 60 0.1%
read_sprite_frames Read 60 0.1%
read_vehicle_body Read 60 0.1%
read_curve Read 58 0.1%
read_gradient Read 58 0.1%
editor_get_editor_setting Read 57 0.1%
editor_get_class_doc Execute 56 0.1%
editor_get_class_signals Read 56 0.1%
editor_list_node_signals Read 56 0.1%
editor_open_asset Execute 56 0.1%
editor_remove_autoload Destructive 55 0.1%
editor_get_class_properties Read 55 0.1%
editor_get_method_list Read 55 0.1%
editor_create_folder Write 55 0.1%
editor_set_camera Write 55 0.1%
editor_remove_input_action Destructive 54 0.1%
editor_get_project_setting Read 54 0.1%
editor_delete_asset Destructive 53 0.1%
editor_get_dependencies Read 53 0.1%
editor_reimport_asset Execute 53 0.1%
editor_search_help Read 52 0.1%
editor_disable_plugin Write 51 0.1%
editor_enable_plugin Execute 51 0.1%
editor_get_3d_snap Read 42 0.1%
list_game_logs Read 41 0.1%
editor_pause Execute 41 0.1%
editor_get_filesystem_selection Read 39 0.1%
editor_close_scene Write 39 0.1%
editor_get_playing_scene Read 36 0.1%
runtime_get_tree Read 36 0.1%
editor_get_performance Read 35 0.1%
editor_is_playing Read 35 0.1%
editor_get_running_scene_tree Read 34 0.1%
editor_bake_navigation Execute 34 0.1%
editor_mark_scene_unsaved Write 33 0.1%
fix_missing_uids Write 33 0.1%
editor_get_autoloads Read 32 0.1%
editor_get_open_scenes Read 32 0.1%
editor_get_unsaved_scenes Read 32 0.1%
editor_cut Write 32 0.1%
editor_get_camera Read 31 0.1%
editor_get_paths Read 31 0.1%
editor_get_plugin_list Read 31 0.1%
editor_get_project_directory Read 31 0.1%
editor_get_scene_changes Read 31 0.1%
editor_health_check Read 31 0.1%
read_export_presets Read 31 0.1%
editor_play_current_scene Execute 31 0.1%
editor_get_input_map Read 30 0.1%
validate_project Read 30 0.1%
editor_focus Execute 30 0.1%
runtime_ping Write 30 0.1%
editor_get_recent_scenes Read 29 0.1%
editor_get_stack_trace Read 29 0.1%
get_godot_version Read 29 0.1%
is_editor_running Read 29 0.1%
list_autoloads Read 29 0.1%
read_project_config Read 29 0.1%
editor_debug_break Execute 29 0.1%
editor_debug_step_over Execute 29 0.1%
editor_unpause Execute 29 0.1%
runtime_freeze Execute 29 0.1%
runtime_resume Execute 29 0.1%
editor_bake_lightmaps Execute 28 0.1%
editor_get_debug_variables Read 28 0.1%
editor_get_errors Read 28 0.1%
editor_get_open_scene Read 28 0.1%
editor_read_current_scene Read 28 0.1%
list_missing_uids Read 28 0.1%
read_input_map Read 28 0.1%
editor_copy Write 28 0.1%
editor_debug_step Execute 28 0.1%
editor_toggle_grid Write 28 0.1%
editor_toggle_snap Execute 28 0.1%
editor_clear_errors Write 27 0.1%
stop_project Execute 27 0.1%
editor_get_breakpoints Read 27 0.1%
editor_get_selection Read 27 0.1%
find_unused_assets Read 27 0.1%
list_csproj Read 27 0.1%
list_groups Read 27 0.1%
editor_reload_scene Execute 27 0.1%
generate_cohesion_report Read 27 0.1%
scene_dependency_graph Read 27 0.1%
editor_delete_selected Destructive 26 0.1%
editor_get_info Read 26 0.1%
editor_get_rect Read 26 0.1%
read_collision_layers Read 26 0.1%
editor_debug_continue Execute 26 0.1%
editor_redo Write 26 0.1%
editor_save Write 26 0.1%
editor_save_all Write 26 0.1%
editor_undo Write 26 0.1%
generate_project_report Read 26 0.1%
editor_stop Execute 25 0.1%
read_project_icon Read 25 0.1%
editor_play Execute 25 0.1%

Your agent uses a handful of these tools. It pays for all 386.

You don't need all 386 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 386 tools (no gateway) 44,543 tokens —
3 granted tools ~346 tokens −99%
5 granted tools ~577 tokens −99%
10 granted tools ~1,154 tokens −97%

The risk dividend: 17 of these 386 tools are critical-risk (destructive or financial) and cost 1,460 tokens (3% 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 386 tool definitions total 44,543 tokens — 22% 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 346 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 21-10-2026 from the PolicyLayer scan database over all 386 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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