# Godot MCP server

Agent View of the PolicyLayer registry record for Godot: identity, probed posture, risk grade, and all 321 tools classified. HTML page: https://policylayer.com/tools/keeveeg-godot-mcp

## Facts

- Server id: `@keeveeg/godot-mcp`
- Install: `npx -y @keeveeg/godot-mcp`
- Homepage: https://www.npmjs.com/package/@keeveeg/godot-mcp
- Registry record: grade F, identity unverified
- Lifecycle: active
- Rate-limited: no
- Tools: 321 (266 with introspected schema)
- Tool categories present: Destructive, Execute, Read, Write
- Context-window cost: 30024 tokens per request — https://policylayer.com/token-cost/keeveeg-godot-mcp
- Tags: keeveeg godot mcp, admin, automation
- Record last modified: 2026-07-07T09:39:44.375Z

## Tools (321)

| Tool | Category | Risk | Record |
| --- | --- | --- | --- |
| `clear_editor_log` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/clear-editor-log.md |
| `clear_editor_selection` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/clear-editor-selection.md |
| `clear_output` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/clear-output.md |
| `delete_export_preset` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/delete-export-preset.md |
| `delete_node` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/delete-node.md |
| `delete_particles` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/delete-particles.md |
| `delete_resource` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/delete-resource.md |
| `delete_save_file` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/delete-save-file.md |
| `delete_scene` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/delete-scene.md |
| `delete_script` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/delete-script.md |
| `delete_shader` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/delete-shader.md |
| `delete_theme` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/delete-theme.md |
| `remove_animation` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/remove-animation.md |
| `remove_audio_bus` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/remove-audio-bus.md |
| `remove_audio_player` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/remove-audio-player.md |
| `remove_autoload` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/remove-autoload.md |
| `remove_autoload_config` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/remove-autoload-config.md |
| `remove_input_action` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/remove-input-action.md |
| `remove_navigation_agent` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/remove-navigation-agent.md |
| `remove_navigation_link` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/remove-navigation-link.md |
| `remove_navigation_region` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/remove-navigation-region.md |
| `reset_editor_layout` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/reset-editor-layout.md |
| `tilemap_clear` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/tilemap-clear.md |
| `uninstall_addon` | Destructive | Critical | https://policylayer.com/tools/keeveeg-godot-mcp/uninstall-addon.md |
| `bake_navigation_mesh` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/bake-navigation-mesh.md |
| `capture_frames` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/capture-frames.md |
| `click_button_by_text` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/click-button-by-text.md |
| `continue_execution` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/continue-execution.md |
| `evaluate_expression` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/evaluate-expression.md |
| `execute_editor_script` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/execute-editor-script.md |
| `execute_game_script` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/execute-game-script.md |
| `export_for_platform` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/export-for-platform.md |
| `export_project` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/export-project.md |
| `force_garbage_collection` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/force-garbage-collection.md |
| `initialize_git_repository` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/initialize-git-repository.md |
| `move_to` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/move-to.md |
| `navigate_character` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/navigate-character.md |
| `navigate_to` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/navigate-to.md |
| `open_scene` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/open-scene.md |
| `play_scene` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/play-scene.md |
| `record_gameplay` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/record-gameplay.md |
| `reload_plugin` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/reload-plugin.md |
| `reload_project` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/reload-project.md |
| `replay_gameplay` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/replay-gameplay.md |
| `replay_recording` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/replay-recording.md |
| `run_exported_build` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/run-exported-build.md |
| `run_stress_test` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/run-stress-test.md |
| `run_test_scenario` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/run-test-scenario.md |
| `select_nodes` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/select-nodes.md |
| `set_game_node_property` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/set-game-node-property.md |
| `simulate_action` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/simulate-action.md |
| `simulate_gameplay_scenario` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/simulate-gameplay-scenario.md |
| `simulate_key` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/simulate-key.md |
| `simulate_mouse_click` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/simulate-mouse-click.md |
| `simulate_mouse_move` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/simulate-mouse-move.md |
| `simulate_sequence` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/simulate-sequence.md |
| `start_recording` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/start-recording.md |
| `step_into` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/step-into.md |
| `step_over` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/step-over.md |
| `stop_recording` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/stop-recording.md |
| `stop_scene` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/stop-scene.md |
| `wait_for_game_event` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/wait-for-game-event.md |
| `wait_for_node` | Execute | High | https://policylayer.com/tools/keeveeg-godot-mcp/wait-for-node.md |
| `analyze_scene_complexity` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/analyze-scene-complexity.md |
| `analyze_signal_flow` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/analyze-signal-flow.md |
| `batch_get_properties` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/batch-get-properties.md |
| `compare_save_states` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/compare-save-states.md |
| `compare_screenshots` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/compare-screenshots.md |
| `detect_circular_dependencies` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/detect-circular-dependencies.md |
| `find_memory_leaks` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-memory-leaks.md |
| `find_navigation_path` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-navigation-path.md |
| `find_nearby_nodes` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-nearby-nodes.md |
| `find_node_references` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-node-references.md |
| `find_nodes_by_script` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-nodes-by-script.md |
| `find_nodes_by_type` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-nodes-by-type.md |
| `find_nodes_in_group` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-nodes-in-group.md |
| `find_script_references` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-script-references.md |
| `find_signal_connections` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-signal-connections.md |
| `find_ui_elements` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-ui-elements.md |
| `find_unused_resources` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/find-unused-resources.md |
| `get_all_project_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-all-project-settings.md |
| `get_animation_info` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-animation-info.md |
| `get_animation_tree_structure` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-animation-tree-structure.md |
| `get_audio_bus_effects` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-audio-bus-effects.md |
| `get_audio_bus_layout` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-audio-bus-layout.md |
| `get_audio_info` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-audio-info.md |
| `get_audio_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-audio-settings.md |
| `get_autoload` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-autoload.md |
| `get_autoloads` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-autoloads.md |
| `get_available_node_types` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-available-node-types.md |
| `get_build_command` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-build-command.md |
| `get_build_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-build-settings.md |
| `get_call_stack` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-call-stack.md |
| `get_class_hierarchy` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-class-hierarchy.md |
| `get_collision_info` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-collision-info.md |
| `get_collision_layers` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-collision-layers.md |
| `get_debug_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-debug-settings.md |
| `get_editor_errors` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-editor-errors.md |
| `get_editor_log` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-editor-log.md |
| `get_editor_performance` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-editor-performance.md |
| `get_editor_screenshot` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-editor-screenshot.md |
| `get_editor_selection` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-editor-selection.md |
| `get_editor_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-editor-settings.md |
| `get_export_info` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-export-info.md |
| `get_export_templates` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-export-templates.md |
| `get_filesystem_tree` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-filesystem-tree.md |
| `get_game_node_properties` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-game-node-properties.md |
| `get_game_scene_tree` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-game-scene-tree.md |
| `get_game_screenshot` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-game-screenshot.md |
| `get_input_actions` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-input-actions.md |
| `get_input_map` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-input-map.md |
| `get_loaded_scenes` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-loaded-scenes.md |
| `get_memory_usage` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-memory-usage.md |
| `get_navigation_info` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-navigation-info.md |
| `get_node_constants` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-node-constants.md |
| `get_node_default_properties` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-node-default-properties.md |
| `get_node_enums` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-node-enums.md |
| `get_node_groups` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-node-groups.md |
| `get_node_methods` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-node-methods.md |
| `get_node_properties` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-node-properties.md |
| `get_node_signals` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-node-signals.md |
| `get_object_count` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-object-count.md |
| `get_open_scripts` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-open-scripts.md |
| `get_output_log` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-output-log.md |
| `get_particle_info` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-particle-info.md |
| `get_performance_monitors` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-performance-monitors.md |
| `get_physics_layers` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-physics-layers.md |
| `get_physics_material` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-physics-material.md |
| `get_physics_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-physics-settings.md |
| `get_platform_capabilities` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-platform-capabilities.md |
| `get_platform_export_templates` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-platform-export-templates.md |
| `get_platform_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-platform-settings.md |
| `get_project_info` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-project-info.md |
| `get_project_setting` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-project-setting.md |
| `get_project_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-project-settings.md |
| `get_project_statistics` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-project-statistics.md |
| `get_project_templates` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-project-templates.md |
| `get_rendering_info` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-rendering-info.md |
| `get_rendering_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-rendering-settings.md |
| `get_resource_dependencies` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-resource-dependencies.md |
| `get_resource_import_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-resource-import-settings.md |
| `get_resource_preview` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-resource-preview.md |
| `get_resource_properties` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-resource-properties.md |
| `get_resource_types` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-resource-types.md |
| `get_scene_dependencies` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-scene-dependencies.md |
| `get_scene_file_content` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-scene-file-content.md |
| `get_scene_groups` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-scene-groups.md |
| `get_scene_inheritance` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-scene-inheritance.md |
| `get_scene_meta` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-scene-meta.md |
| `get_scene_tree` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-scene-tree.md |
| `get_shader_params` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-shader-params.md |
| `get_signals` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-signals.md |
| `get_test_report` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-test-report.md |
| `get_theme_info` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-theme-info.md |
| `get_visual_diff_report` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/get-visual-diff-report.md |
| `list_addons` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/list-addons.md |
| `list_animations` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/list-animations.md |
| `list_breakpoints` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/list-breakpoints.md |
| `list_export_presets` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/list-export-presets.md |
| `list_resources` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/list-resources.md |
| `list_save_files` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/list-save-files.md |
| `list_scripts` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/list-scripts.md |
| `list_shaders` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/list-shaders.md |
| `load_editor_layout` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/load-editor-layout.md |
| `load_game_state` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/load-game-state.md |
| `monitor_properties` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/monitor-properties.md |
| `project_path_to_uid` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/project-path-to-uid.md |
| `read_resource` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/read-resource.md |
| `read_script` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/read-script.md |
| `read_shader` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/read-shader.md |
| `search_files` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/search-files.md |
| `search_in_files` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/search-in-files.md |
| `take_screenshot_with_context` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/take-screenshot-with-context.md |
| `tilemap_get_cell` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/tilemap-get-cell.md |
| `tilemap_get_info` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/tilemap-get-info.md |
| `tilemap_get_used_cells` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/tilemap-get-used-cells.md |
| `uid_to_project_path` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/uid-to-project-path.md |
| `validate_build_settings` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/validate-build-settings.md |
| `validate_export` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/validate-export.md |
| `validate_export_for_platform` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/validate-export-for-platform.md |
| `validate_platform_build` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/validate-platform-build.md |
| `validate_platform_export` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/validate-platform-export.md |
| `validate_project_structure` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/validate-project-structure.md |
| `validate_script` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/validate-script.md |
| `validate_shader` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/validate-shader.md |
| `watch_signals` | Read | Low | https://policylayer.com/tools/keeveeg-godot-mcp/watch-signals.md |
| `add_animation_track` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-animation-track.md |
| `add_audio_bus` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-audio-bus.md |
| `add_audio_bus_config` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-audio-bus-config.md |
| `add_audio_bus_effect` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-audio-bus-effect.md |
| `add_audio_player` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-audio-player.md |
| `add_autoload` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-autoload.md |
| `add_autoload_config` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-autoload-config.md |
| `add_gridmap` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-gridmap.md |
| `add_input_action` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-input-action.md |
| `add_mesh_instance` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-mesh-instance.md |
| `add_node` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-node.md |
| `add_raycast` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-raycast.md |
| `add_resource` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-resource.md |
| `add_scene_instance` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-scene-instance.md |
| `add_state_machine_state` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/add-state-machine-state.md |
| `apply_particle_preset` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/apply-particle-preset.md |
| `assert_game_state` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/assert-game-state.md |
| `assert_node_state` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/assert-node-state.md |
| `assert_screen_text` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/assert-screen-text.md |
| `assert_visual_match` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/assert-visual-match.md |
| `assign_shader_material` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/assign-shader-material.md |
| `attach_script` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/attach-script.md |
| `batch_set_property` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/batch-set-property.md |
| `configure_addon` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/configure-addon.md |
| `configure_android` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/configure-android.md |
| `configure_ios` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/configure-ios.md |
| `configure_web` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/configure-web.md |
| `connect_signal` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/connect-signal.md |
| `create_animation` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-animation.md |
| `create_animation_tree` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-animation-tree.md |
| `create_export_preset` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-export-preset.md |
| `create_particles` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-particles.md |
| `create_platform_export_preset` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-platform-export-preset.md |
| `create_project` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-project.md |
| `create_project_from_template` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-project-from-template.md |
| `create_project_license` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-project-license.md |
| `create_project_readme` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-project-readme.md |
| `create_project_with_assets` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-project-with-assets.md |
| `create_resource` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-resource.md |
| `create_resource_from_template` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-resource-from-template.md |
| `create_scene` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-scene.md |
| `create_script` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-script.md |
| `create_shader` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-shader.md |
| `create_test_character` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-test-character.md |
| `create_theme` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/create-theme.md |
| `cross_scene_set_property` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/cross-scene-set-property.md |
| `disconnect_signal` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/disconnect-signal.md |
| `duplicate_node` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/duplicate-node.md |
| `duplicate_resource` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/duplicate-resource.md |
| `edit_resource` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/edit-resource.md |
| `edit_script` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/edit-script.md |
| `edit_shader` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/edit-shader.md |
| `import_resource` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/import-resource.md |
| `install_addon` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/install-addon.md |
| `move_node` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/move-node.md |
| `record_visual_regression` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/record-visual-regression.md |
| `remove_breakpoint` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/remove-breakpoint.md |
| `rename_node` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/rename-node.md |
| `reorder_autoloads` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/reorder-autoloads.md |
| `reset_project_setting` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/reset-project-setting.md |
| `save_editor_layout` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/save-editor-layout.md |
| `save_game_state` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/save-game-state.md |
| `save_scene` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/save-scene.md |
| `scaffold_project_structure` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/scaffold-project-structure.md |
| `set_anchor_preset` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-anchor-preset.md |
| `set_animation_keyframe` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-animation-keyframe.md |
| `set_anti_aliasing` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-anti-aliasing.md |
| `set_audio_bus` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-audio-bus.md |
| `set_audio_bus_layout` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-audio-bus-layout.md |
| `set_audio_bus_volume` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-audio-bus-volume.md |
| `set_breakpoint` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-breakpoint.md |
| `set_build_configuration` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-build-configuration.md |
| `set_collision_layer_name` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-collision-layer-name.md |
| `set_custom_features` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-custom-features.md |
| `set_debug_options` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-debug-options.md |
| `set_default_gravity` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-default-gravity.md |
| `set_default_linear_damp` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-default-linear-damp.md |
| `set_editor_layout` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-editor-layout.md |
| `set_editor_scale` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-editor-scale.md |
| `set_editor_theme` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-editor-theme.md |
| `set_error_handling` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-error-handling.md |
| `set_export_filter` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-export-filter.md |
| `set_font_size` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-font-size.md |
| `set_gi_quality` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-gi-quality.md |
| `set_gravity` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-gravity.md |
| `set_input_action` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-input-action.md |
| `set_input_map` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-input-map.md |
| `set_main_scene` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-main-scene.md |
| `set_material_3d` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-material-3d.md |
| `set_navigation_layers` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-navigation-layers.md |
| `set_node_groups` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-node-groups.md |
| `set_node_preset` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-node-preset.md |
| `set_particle_color_gradient` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-particle-color-gradient.md |
| `set_particle_emission_shape` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-particle-emission-shape.md |
| `set_particle_material` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-particle-material.md |
| `set_particle_velocity_curve` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-particle-velocity-curve.md |
| `set_physics_engine` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-physics-engine.md |
| `set_physics_fps` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-physics-fps.md |
| `set_physics_layers` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-physics-layers.md |
| `set_physics_material` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-physics-material.md |
| `set_profiler_settings` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-profiler-settings.md |
| `set_project_setting` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-project-setting.md |
| `set_project_setting_config` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-project-setting-config.md |
| `set_remote_debug` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-remote-debug.md |
| `set_renderer` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-renderer.md |
| `set_rendering_quality` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-rendering-quality.md |
| `set_resource_import_settings` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-resource-import-settings.md |
| `set_scene_group` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-scene-group.md |
| `set_scene_meta` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-scene-meta.md |
| `set_scene_unique_name` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-scene-unique-name.md |
| `set_scripting_backend` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-scripting-backend.md |
| `set_shader_param` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-shader-param.md |
| `set_shadow_quality` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-shadow-quality.md |
| `set_theme_color` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-theme-color.md |
| `set_theme_constant` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-theme-constant.md |
| `set_theme_font_size` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-theme-font-size.md |
| `set_theme_stylebox` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-theme-stylebox.md |
| `set_tree_parameter` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-tree-parameter.md |
| `set_viewport_size` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-viewport-size.md |
| `set_visual_baseline` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-visual-baseline.md |
| `set_window_settings` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/set-window-settings.md |
| `setup_camera_3d` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/setup-camera-3d.md |
| `setup_collision` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/setup-collision.md |
| `setup_environment` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/setup-environment.md |
| `setup_lighting` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/setup-lighting.md |
| `setup_navigation_agent` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/setup-navigation-agent.md |
| `setup_navigation_link` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/setup-navigation-link.md |
| `setup_navigation_region` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/setup-navigation-region.md |
| `setup_physics_body` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/setup-physics-body.md |
| `setup_project_dependencies` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/setup-project-dependencies.md |
| `tilemap_fill_rect` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/tilemap-fill-rect.md |
| `tilemap_set_cell` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/tilemap-set-cell.md |
| `track_object_creation` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/track-object-creation.md |
| `update_addon` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/update-addon.md |
| `update_property` | Write | Medium | https://policylayer.com/tools/keeveeg-godot-mcp/update-property.md |

## Tool descriptions

- `clear_editor_log` — Clear the editor output log
- `clear_editor_selection` — Clear the current editor selection
- `clear_output` — Clear the editor output log
- `delete_export_preset` — Delete an export preset from the project
- `delete_node` — Delete a node from the scene tree
- `delete_particles` — Delete a particle system node from the scene
- `delete_resource` — Delete a Godot resource file (.tres, .res) from the project
- `delete_save_file` — Delete a save file from a specific slot
- `delete_scene` — Delete a scene file from the project
- `delete_script` — Delete a GDScript file from the project
- `delete_shader` — Delete a shader file from the project
- `delete_theme` — Delete a theme resource file from the project
- `remove_animation` — Remove an animation from an AnimationPlayer
- `remove_audio_bus` — Remove an audio bus by index (cannot remove Master at index 0)
- `remove_audio_player` — Remove an audio player node from the scene
- `remove_autoload` — Remove an autoload singleton from the project
- `remove_autoload_config` — Remove an autoload singleton from the project
- `remove_input_action` — Remove an input action from the InputMap
- `remove_navigation_agent` — Remove a navigation agent node from the scene
- `remove_navigation_link` — Remove a navigation link node from the scene
- `remove_navigation_region` — Remove a navigation region node from the scene
- `reset_editor_layout` — Reset the editor layout to factory defaults
- `tilemap_clear` — Clear cells in a TileMap area or the entire map
- `uninstall_addon` — Uninstall an addon and remove its files
- `bake_navigation_mesh` — Bake the navigation mesh for a NavigationRegion
- `capture_frames` — 🔴 Game must be running. Capture frames from the running game viewport as PNG files
- `click_button_by_text` — 🔴 Game must be running. Find and click a button by its text content
- `continue_execution` — Continue execution when paused at a breakpoint
- `evaluate_expression` — Evaluate a GDScript expression in the editor or running game context
- `execute_editor_script` — Execute a GDScript snippet in the editor context (EditorScript)
- `execute_game_script` — 🔴 Game must be running. Execute a GDScript snippet in the running game context
- `export_for_platform` — Export the project for a specific platform
- `export_project` — Export the project using a specific preset
- `force_garbage_collection` — Force garbage collection and report the amount of memory freed
- `initialize_git_repository` — Initialize a Git repository in the project directory with a proper .gitignore
- `move_to` — 🔴 Game must be running. Directly move a node to a target position
- `navigate_character` — Move a character to a target position using direct movement or pathfinding
- `navigate_to` — 🔴 Game must be running. Navigate a node to a target position using pathfinding
- `open_scene` — Open a scene file in the editor
- `play_scene` — Start playing the current or specified scene. Required before using any runtime tools (get_game_*, capture_frames, etc.)
- `record_gameplay` — Record gameplay for a duration, capturing input events and/or game state
- `reload_plugin` — Reload editor plugins (triggers plugin re-initialization)
- `reload_project` — Rescan the project filesystem for new or changed files
- `replay_gameplay` — Replay a previously recorded gameplay session
- `replay_recording` — 🔴 Game must be running. Replay a previously recorded game session
- `run_exported_build` — Run an exported build and capture its output
- `run_stress_test` — Run a stress test on the game (spawn entities, measure performance)
- `run_test_scenario` — Run a multi-step test scenario against the running game
- `select_nodes` — Select nodes in the editor
- `set_game_node_property` — 🔴 Game must be running. Set a property on a node in the running game
- `simulate_action` — Simulate an input action (from InputMap) being pressed/released
- `simulate_gameplay_scenario` — Run a sequence of gameplay actions (input, wait, check) as an automated scenario
- `simulate_key` — Simulate a keyboard key press/release in the running game
- `simulate_mouse_click` — Simulate a mouse click at a screen position
- `simulate_mouse_move` — Simulate mouse movement to a screen position
- `simulate_sequence` — Simulate a sequence of input events with timing
- `start_recording` — 🔴 Game must be running. Start recording game state changes
- `step_into` — Step into the current function call when paused at a breakpoint
- `step_over` — Step over the current line when paused at a breakpoint
- `stop_recording` — 🔴 Game must be running. Stop recording and return the recorded game state data
- `stop_scene` — Stop the currently playing scene
- `wait_for_game_event` — Wait for a specific game event (signal, node creation, property change) with timeout
- `wait_for_node` — 🔴 Game must be running. Wait for a node to appear in the running game tree
- `analyze_scene_complexity` — Analyze a scene's complexity (node count, depth, resource usage)
- `analyze_signal_flow` — Analyze signal flow and connections in a scene
- `batch_get_properties` — 🔴 Game must be running. Get multiple properties from multiple nodes in one call
- `compare_save_states` — Compare two save states and return a diff of their contents
- `compare_screenshots` — Compare two screenshots pixel-by-pixel and return a diff result with mismatch percentage
- `detect_circular_dependencies` — Detect circular dependencies in the project (scripts, scenes, resources)
- `find_memory_leaks` — Analyze the scene tree and object graph to find potential memory leaks (orphan nodes, leaked resources)
- `find_navigation_path` — Find a navigation path between two points
- `find_nearby_nodes` — 🔴 Game must be running. Find nodes within a radius of a world position
- `find_node_references` — Find all references to a node across scenes and scripts
- `find_nodes_by_script` — 🔴 Game must be running. Find all nodes in the game that use a specific script
- `find_nodes_by_type` — Find all nodes of a specific type in the scene
- `find_nodes_in_group` — Find all nodes belonging to a specific group
- `find_script_references` — Find all scenes and nodes that use a specific script
- `find_signal_connections` — Find all signal connections in the scene
- `find_ui_elements` — 🔴 Game must be running. Find UI elements in the running game by type, text, or name
- `find_unused_resources` — Find resources in the project that are not referenced by any scene or script
- `get_all_project_settings` — Get all project settings, optionally filtered by prefix
- `get_animation_info` — Get detailed information about an animation including tracks and keyframes
- `get_animation_tree_structure` — Get the structure of an AnimationTree including state machines and blend trees
- `get_audio_bus_effects` — Get all effects on a specific audio bus with their properties
- `get_audio_bus_layout` — Get the current audio bus layout with all buses and their effects
- `get_audio_info` — Get information about an audio node (player type, stream, playback state)
- `get_audio_settings` — Get all audio settings including bus layout, default bus, and driver info
- `get_autoload` — 🔴 Game must be running. Get properties of an autoload singleton from the running game
- `get_autoloads` — Get all autoload singletons configured in the project
- `get_available_node_types` — Get all available node types, optionally filtered by category
- `get_build_command` — Get the CLI command to export/build the project for a specific platform
- `get_build_settings` — Get all build configuration settings (debug/release, scripting backend, features)
- `get_call_stack` — Get the current call stack with local variables when the game is paused at a breakpoint
- `get_class_hierarchy` — Get the full inheritance chain for a node type
- `get_collision_info` — Get collision information for a physics body
- `get_collision_layers` — Get all collision layer names (1-32)
- `get_debug_settings` — Get all debug settings (remote debug, profilers, error handling, logging)
- `get_editor_errors` — Validate all GDScripts in the current scene tree and return compilation errors
- `get_editor_log` — Get entries from the editor log, optionally filtered by type
- `get_editor_performance` — Get editor performance snapshot (FPS, timing, memory usage, object counts, render stats, physics activity)
- `get_editor_screenshot` — Take a screenshot of the Godot editor window
- `get_editor_selection` — Get the currently selected nodes in the editor
- `get_editor_settings` — Get all editor settings (theme, layout, font, scale, etc.)
- `get_export_info` — Get export project information (platform, features, resources)
- `get_export_templates` — Get available export templates for the current Godot version
- `get_filesystem_tree` — Get the project filesystem tree structure
- `get_game_node_properties` — 🔴 Game must be running. Get all properties of a node in the running game
- `get_game_scene_tree` — 🔴 Game must be running. Get the scene tree of the running game (runtime state)
- `get_game_screenshot` — Take a screenshot of the running game viewport
- `get_input_actions` — Get all input actions defined in the InputMap
- `get_input_map` — Get all input actions and their mapped events from the InputMap
- `get_loaded_scenes` — Get a list of all currently loaded scenes in the editor
- `get_memory_usage` — Get detailed memory usage breakdown by category (static, video, textures, buffers, objects)
- `get_navigation_info` — Get navigation map information and navigation mesh data
- `get_node_constants` — Get all constants defined on a node type
- `get_node_default_properties` — Get the default property values for a node type
- `get_node_enums` — Get all enumerations defined on a node type
- `get_node_groups` — Get all groups a node belongs to
- `get_node_methods` — Get all public methods on a node type with their signatures
- `get_node_properties` — Get all properties of a node
- `get_node_signals` — Get all signals defined on a node type with their argument signatures
- `get_object_count` — Get count of live objects, optionally filtered by class name
- `get_open_scripts` — Get list of scripts currently open in the script editor
- `get_output_log` — Get the contents of the editor output log
- `get_particle_info` — Get information about a particle system's configuration
- `get_performance_monitors` — Get all performance monitor values (FPS, memory, physics, rendering, navigation)
- `get_physics_layers` — Get physics layer and mask information for a node
- `get_physics_material` — Get the physics material properties of a node
- `get_physics_settings` — Get all physics engine settings (gravity, FPS, engine, layers, damping)
- `get_platform_capabilities` — Get the available features and capabilities for a specific platform
- `get_platform_export_templates` — Get available export templates installed for the current Godot version
- `get_platform_settings` — Get platform-specific settings for a target platform
- `get_project_info` — Get project metadata including name, version, engine version, and main scene
- `get_project_setting` — Get a single project setting value by key (e.g. 'display/window/size/viewport_width')
- `get_project_settings` — Get all project settings (project.godot values)
- `get_project_statistics` — Get project statistics (file counts, sizes, node types, script languages, etc.)
- `get_project_templates` — List all available project templates that can be used with create_project
- `get_rendering_info` — Get GPU info, VRAM usage, draw calls, and rendering statistics
- `get_rendering_settings` — Get all current rendering settings (renderer, quality, viewport, etc.)
- `get_resource_dependencies` — Get all dependencies of a resource file
- `get_resource_import_settings` — Get the current import settings for a resource file
- `get_resource_preview` — Get a preview thumbnail of a resource
- `get_resource_properties` — Get all serializable properties for a resource type with their types
- `get_resource_types` — Get all registered resource types in the engine
- `get_scene_dependencies` — Get all dependencies of a scene file (scripts, resources, sub-scenes)
- `get_scene_file_content` — Read the raw .tscn/.scn file content of a scene
- `get_scene_groups` — Get all groups used in a scene and which nodes belong to each
- `get_scene_inheritance` — Get the scene inheritance chain (instantiated scenes, inherited scenes)
- `get_scene_meta` — Get metadata stored on a scene's root node
- `get_scene_tree` — Get the node tree of the specified or currently open scene
- `get_shader_params` — Get all shader parameters (uniforms) and their current values
- `get_signals` — Get all signals and their connections for a node
- `get_test_report` — Get aggregated results of all test runs in this session
- `get_theme_info` — Get information about a theme including all its overrides
- `get_visual_diff_report` — Get the aggregated visual regression report from all assert_visual_match calls in this session
- `list_addons` — List all installed addons/plugins with their versions and status
- `list_animations` — List all animations on an AnimationPlayer
- `list_breakpoints` — List all active breakpoints across all scripts
- `list_export_presets` — List all configured export presets
- `list_resources` — List resources of a specific type in the project
- `list_save_files` — List all save files with their metadata
- `list_scripts` — List all GDScript files in the project with class info
- `list_shaders` — List all shader files in the project
- `load_editor_layout` — Load a previously saved editor layout
- `load_game_state` — Load a game state from a numbered save slot
- `monitor_properties` — 🔴 Game must be running. Monitor specific properties on a game node for changes over time
- `project_path_to_uid` — Convert a project file path to its UID
- `read_resource` — Read a Godot resource file (.tres, .res) and get its properties
- `read_script` — Read the contents of a GDScript file
- `read_shader` — Read the contents of a shader file
- `search_files` — Search for files in the project by name pattern or content
- `search_in_files` — Search for text across project files
- `take_screenshot_with_context` — Take a screenshot with scene context metadata (node tree, properties of specified nodes)
- `tilemap_get_cell` — Get the tile data at a specific cell
- `tilemap_get_info` — Get TileMap configuration and TileSet information
- `tilemap_get_used_cells` — Get all used cell coordinates in a TileMap
- `uid_to_project_path` — Convert a Godot UID to a project file path
- `validate_build_settings` — Validate current build settings and return any errors or warnings
- `validate_export` — Validate the project for export (check for missing resources, errors)
- `validate_export_for_platform` — Validate the project for export on a specific platform with detailed checks
- `validate_platform_build` — Validate the project for building on a specific platform, checking for issues
- `validate_platform_export` — Validate the project for export on a specific platform, checking for issues
- `validate_project_structure` — Validate a Godot project's folder structure and configuration for correctness
- `validate_script` — Validate a GDScript file for syntax errors
- `validate_shader` — Validate a shader file for compilation errors
- `watch_signals` — 🔴 Game must be running. Watch for signal emissions from a game node
- `add_animation_track` — Add a track to an animation
- `add_audio_bus` — Add a new audio bus to the audio bus layout
- `add_audio_bus_config` — Add a new audio bus at a specific position
- `add_audio_bus_effect` — Add an audio effect to an audio bus
- `add_audio_player` — Add an AudioStreamPlayer, AudioStreamPlayer2D, or AudioStreamPlayer3D node
- `add_autoload` — Add an autoload singleton to the project
- `add_autoload_config` — Add an autoload singleton to the project
- `add_gridmap` — Add a GridMap node for 3D tile-based level design
- `add_input_action` — Add a new input action with optional deadzone and event mappings
- `add_mesh_instance` — Add a MeshInstance3D with a primitive mesh type
- `add_node` — Add a new node to the scene tree
- `add_raycast` — Add a RayCast2D or RayCast3D node
- `add_resource` — Add a resource (material, texture, etc.) to a node property
- `add_scene_instance` — Add an instance of a scene as a child of a node in the current scene
- `add_state_machine_state` — Add a state to an AnimationNodeStateMachine
- `apply_particle_preset` — Apply a predefined particle effect preset
- `assert_game_state` — Assert multiple game state conditions simultaneously
- `assert_node_state` — Assert that a node property matches an expected value
- `assert_screen_text` — Assert that specific text appears on screen (OCR or UI element check)
- `assert_visual_match` — Assert that a screenshot matches a baseline within a threshold - pass/fail result
- `assign_shader_material` — Create a ShaderMaterial and assign it to a node's material property
- `attach_script` — Attach a GDScript to a node in the scene
- `batch_set_property` — Set a property on all nodes of a given type
- `configure_addon` — Update configuration settings for an installed addon
- `configure_android` — Configure Android-specific project settings including package name, keystore, and permissions
- `configure_ios` — Configure iOS-specific project settings including bundle ID, team ID, and code signing
- `configure_web` — Configure web/HTML5 export settings including canvas resize, threading, and PWA support
- `connect_signal` — Connect a signal from one node to another node's method
- `create_animation` — Create a new animation on an AnimationPlayer
- `create_animation_tree` — Create an AnimationTree node on a given path
- `create_export_preset` — Create a new export preset
- `create_particles` — Create a GPUParticles2D or GPUParticles3D node
- `create_platform_export_preset` — Create a new export preset for a specific platform with optional custom settings
- `create_project` — Create a complete Godot project from scratch with proper structure and configuration
- `create_project_from_template` — Create a new Godot project from an existing template project
- `create_project_license` — Create a LICENSE file for the project
- `create_project_readme` — Generate a README.md file for the project
- `create_project_with_assets` — Create a new Godot project and import specified assets into it
- `create_resource` — Create a new Godot resource
- `create_resource_from_template` — Create a new resource file from a template or with default values
- `create_scene` — Create a new empty scene with a specified root node type
- `create_script` — Create a new GDScript file
- `create_shader` — Create a new Shader resource
- `create_test_character` — Create a test character in the scene at a specified position
- `create_theme` — Create a new Theme resource
- `cross_scene_set_property` — Set a property on nodes of a given type across multiple scenes
- `disconnect_signal` — Disconnect a signal connection
- `duplicate_node` — Duplicate a node in the scene tree
- `duplicate_resource` — Duplicate a resource file
- `edit_resource` — Edit properties of an existing resource
- `edit_script` — Edit an existing GDScript file by replacing a text segment
- `edit_shader` — Edit a shader file by replacing old_text with new_text
- `import_resource` — Import a file as a resource with optional import settings
- `install_addon` — Install an addon from the Asset Library, git repository, or local path
- `move_node` — Move a node to a new parent in the scene tree
- `record_visual_regression` — Record multiple frames over time for visual regression testing
- `remove_breakpoint` — Remove a breakpoint from a GDScript file at a specific line
- `rename_node` — Rename a node in the scene tree
- `reorder_autoloads` — Set the loading order of autoload singletons
- `reset_project_setting` — Reset a project setting to its default value
- `save_editor_layout` — Save the current editor layout under a name
- `save_game_state` — Save the current game state to a numbered slot with optional metadata
- `save_scene` — Save the current scene or save it to a new path
- `scaffold_project_structure` — Create a standard folder structure for a Godot project
- `set_anchor_preset` — Set anchor preset on a Control node
- `set_animation_keyframe` — Set a keyframe in an animation track
- `set_anti_aliasing` — Configure anti-aliasing settings (MSAA, FXAA, TAA)
- `set_audio_bus` — Configure audio bus properties (volume, mute, solo, bypass)
- `set_audio_bus_layout` — Replace the entire audio bus layout with the given bus definitions
- `set_audio_bus_volume` — Set the volume of a specific audio bus
- `set_breakpoint` — Set a breakpoint in a GDScript file at a specific line, optionally with a condition
- `set_build_configuration` — Set the build configuration preset
- `set_collision_layer_name` — Assign a human-readable name to a collision layer (1-32)
- `set_custom_features` — Set custom feature tags for conditional compilation and export
- `set_debug_options` — Configure debug and optimization options
- `set_default_gravity` — Set the default gravity magnitude in project settings
- `set_default_linear_damp` — Set the default linear damping for physics bodies
- `set_editor_layout` — Switch the editor to a specific workspace layout
- `set_editor_scale` — Set the editor UI scale factor
- `set_editor_theme` — Set the editor color theme
- `set_error_handling` — Configure how the editor handles errors and warnings during gameplay
- `set_export_filter` — Set which resources to include in exports
- `set_font_size` — Set the editor font size in pixels
- `set_gi_quality` — Set global illumination quality preset
- `set_gravity` — Set the default gravity vector for the physics world
- `set_input_action` — Add or modify an input action and its event mappings
- `set_input_map` — Replace the entire input map with the given actions and events
- `set_main_scene` — Set the project's main scene
- `set_material_3d` — Create and apply a StandardMaterial3D or ShaderMaterial to a mesh
- `set_navigation_layers` — Set navigation layers and/or mask for pathfinding filtering
- `set_node_groups` — Set the groups a node belongs to (replaces existing groups)
- `set_node_preset` — Apply a configuration preset to a node (e.g. 'platformer_body', 'top_down_camera')
- `set_particle_color_gradient` — Set a color gradient on a particle system
- `set_particle_emission_shape` — Set the emission shape for a particle system
- `set_particle_material` — Set or create a ParticleProcessMaterial for a particle system
- `set_particle_velocity_curve` — Set a velocity curve for a particle system
- `set_physics_engine` — Set which physics engine backend to use
- `set_physics_fps` — Set the physics simulation tick rate
- `set_physics_layers` — Set physics collision layers and masks on a node
- `set_physics_material` — Create and set a physics material on a node
- `set_profiler_settings` — Enable or disable built-in profilers
- `set_project_setting` — Set a project setting value
- `set_project_setting_config` — Set a project setting value and save project.godot
- `set_remote_debug` — Configure remote debugging connection
- `set_renderer` — Set the rendering method/renderer for the project
- `set_rendering_quality` — Apply a rendering quality preset (sets multiple settings at once)
- `set_resource_import_settings` — Update import settings for a resource file and reimport
- `set_scene_group` — Add or remove a node from a group
- `set_scene_meta` — Set metadata on the current scene's root node
- `set_scene_unique_name` — Toggle the unique name flag on a node (accessible as %NodeName)
- `set_scripting_backend` — Set the scripting backend for the project
- `set_shader_param` — Set a shader parameter (uniform) on a ShaderMaterial
- `set_shadow_quality` — Set shadow rendering quality preset
- `set_theme_color` — Set a color in a theme for a specific control type
- `set_theme_constant` — Set a constant value in a theme
- `set_theme_font_size` — Set a font size in a theme
- `set_theme_stylebox` — Set a StyleBox in a theme
- `set_tree_parameter` — Set a parameter on an AnimationTree (e.g. blend amount, state)
- `set_viewport_size` — Set the game viewport dimensions and stretch settings
- `set_visual_baseline` — Set or update a visual baseline for future comparisons
- `set_window_settings` — Configure the application window size, mode, and vsync
- `setup_camera_3d` — Add and configure a Camera3D node
- `setup_collision` — Add and configure a collision shape on a node
- `setup_environment` — Configure the WorldEnvironment for the 3D scene
- `setup_lighting` — Add a light node (DirectionalLight3D, OmniLight3D, SpotLight3D)
- `setup_navigation_agent` — Add a NavigationAgent2D or NavigationAgent3D to a node
- `setup_navigation_link` — Add a NavigationLink2D or NavigationLink3D for connecting navigation regions
- `setup_navigation_region` — Add a NavigationRegion2D or NavigationRegion3D with optional configuration
- `setup_physics_body` — Add and configure a physics body on a node
- `setup_project_dependencies` — Install and configure project addons/dependencies
- `tilemap_fill_rect` — Fill a rectangular area of a TileMap with a tile
- `tilemap_set_cell` — Set a single cell in a TileMap
- `track_object_creation` — Track object creation for a specific class over a duration. Records a baseline count; poll get_object_count afterward to see changes.
- `update_addon` — Update an installed addon to its latest version
- `update_property` — Update a property value on a node

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## For agents

This record is a snapshot. Live verdicts and the full registry:

- Check every server in your MCP config at once: `npx -y policylayer stack`
- Vet a server before you add it: install the mcp-precheck skill — `npx skills add https://policylayer.com` (skill text: https://policylayer.com/skill.md)
- Query the registry over MCP: endpoint `https://api.policylayer.com/mcp` — tools `check_mcp_server`, `check_mcp_stack`, `check_tool`, `search_registry`, `get_change_events`

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Source: the PolicyLayer MCP registry — one continuously verified record per MCP server. Full record: https://policylayer.com/registry?q=keeveeg-godot-mcp · API: https://policylayer.com/registry/api · Recommended policies for every tool: https://policylayer.com/policies/keeveeg-godot-mcp
