# Godot MCP server

Agent View of the PolicyLayer registry record for Godot: identity, probed posture, risk grade, and all 282 tools classified. HTML page: https://policylayer.com/tools/yanhuifair-godot-mcp

## Facts

- Server id: `@yanhuifair/godot-mcp`
- Install: `npx -y @yanhuifair/godot-mcp`
- Homepage: git+https://github.com/yanhuifair/Godot-MCP.git
- Registry record: grade F, identity unverified
- Lifecycle: active
- Rate-limited: no
- Tools: 282 (228 with introspected schema)
- Tool categories present: Destructive, Execute, Read, Write
- Tags: yanhuifair godot mcp, admin, automation
- Record last modified: 2026-08-26T12:36:24.185Z

## Tools (282)

| Tool | Category | Risk | Record |
| --- | --- | --- | --- |
| `delete_file` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/delete-file.md |
| `editor_delete_asset` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-delete-asset.md |
| `editor_delete_selected` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-delete-selected.md |
| `editor_remove_autoload` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-remove-autoload.md |
| `editor_remove_input_action` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-remove-input-action.md |
| `editor_remove_node` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-remove-node.md |
| `remove_animation_track` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/remove-animation-track.md |
| `remove_audio_bus` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/remove-audio-bus.md |
| `remove_autoload` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/remove-autoload.md |
| `remove_input_action` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/remove-input-action.md |
| `remove_node` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/remove-node.md |
| `remove_shader_graph_node` | Destructive | Critical | https://policylayer.com/tools/yanhuifair-godot-mcp/remove-shader-graph-node.md |
| `compile_shader` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/compile-shader.md |
| `editor_bake_lightmaps` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-bake-lightmaps.md |
| `editor_bake_navigation` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-bake-navigation.md |
| `editor_debug_break` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-debug-break.md |
| `editor_debug_continue` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-debug-continue.md |
| `editor_debug_step` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-debug-step.md |
| `editor_debug_step_over` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-debug-step-over.md |
| `editor_enable_plugin` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-enable-plugin.md |
| `editor_evaluate_expression` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-evaluate-expression.md |
| `editor_focus` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-focus.md |
| `editor_get_class_doc` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-class-doc.md |
| `editor_open_asset` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-open-asset.md |
| `editor_open_dock` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-open-dock.md |
| `editor_play` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-play.md |
| `editor_reimport_asset` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-reimport-asset.md |
| `editor_reload_scene` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-reload-scene.md |
| `editor_run_gdscript` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-run-gdscript.md |
| `editor_run_specific_scene` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-run-specific-scene.md |
| `editor_set_selection` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-set-selection.md |
| `editor_simulate_key` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-simulate-key.md |
| `editor_stop` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-stop.md |
| `editor_toggle_snap` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-toggle-snap.md |
| `export_project` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/export-project.md |
| `launch_editor` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/launch-editor.md |
| `run_project` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/run-project.md |
| `stop_project` | Execute | High | https://policylayer.com/tools/yanhuifair-godot-mcp/stop-project.md |
| `capture_screenshot` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/capture-screenshot.md |
| `diff_resource` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/diff-resource.md |
| `diff_scene` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/diff-scene.md |
| `editor_get_autoloads` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-autoloads.md |
| `editor_get_breakpoints` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-breakpoints.md |
| `editor_get_camera` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-camera.md |
| `editor_get_class_list` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-class-list.md |
| `editor_get_class_properties` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-class-properties.md |
| `editor_get_class_signals` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-class-signals.md |
| `editor_get_debug_variables` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-debug-variables.md |
| `editor_get_dependencies` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-dependencies.md |
| `editor_get_editor_setting` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-editor-setting.md |
| `editor_get_errors` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-errors.md |
| `editor_get_info` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-info.md |
| `editor_get_input_map` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-input-map.md |
| `editor_get_method_list` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-method-list.md |
| `editor_get_node_properties` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-node-properties.md |
| `editor_get_open_scene` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-open-scene.md |
| `editor_get_performance` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-performance.md |
| `editor_get_plugin_list` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-plugin-list.md |
| `editor_get_project_directory` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-project-directory.md |
| `editor_get_project_setting` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-project-setting.md |
| `editor_get_recent_scenes` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-recent-scenes.md |
| `editor_get_rect` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-rect.md |
| `editor_get_running_scene_tree` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-running-scene-tree.md |
| `editor_get_scene_changes` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-scene-changes.md |
| `editor_get_selection` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-selection.md |
| `editor_get_stack_trace` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-get-stack-trace.md |
| `editor_health_check` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-health-check.md |
| `editor_instantiate_scene` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-instantiate-scene.md |
| `editor_list_filesystem` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-list-filesystem.md |
| `editor_list_node_signals` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-list-node-signals.md |
| `editor_read_current_scene` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-read-current-scene.md |
| `editor_redo` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-redo.md |
| `editor_search_help` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-search-help.md |
| `editor_show_in_filesystem` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-show-in-filesystem.md |
| `editor_take_screenshot` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-take-screenshot.md |
| `editor_toggle_grid` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-toggle-grid.md |
| `find_nodes_in_scenes` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/find-nodes-in-scenes.md |
| `find_unused_assets` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/find-unused-assets.md |
| `generate_cohesion_report` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/generate-cohesion-report.md |
| `generate_project_report` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/generate-project-report.md |
| `get_godot_version` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/get-godot-version.md |
| `get_shader_node_defaults` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/get-shader-node-defaults.md |
| `get_uid` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/get-uid.md |
| `is_editor_running` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/is-editor-running.md |
| `list_all_signals` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-all-signals.md |
| `list_animations` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-animations.md |
| `list_audio_files` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-audio-files.md |
| `list_autoloads` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-autoloads.md |
| `list_cameras` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-cameras.md |
| `list_csproj` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-csproj.md |
| `list_environments` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-environments.md |
| `list_groups` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-groups.md |
| `list_import_files` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-import-files.md |
| `list_joints` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-joints.md |
| `list_lights` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-lights.md |
| `list_materials` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-materials.md |
| `list_missing_uids` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-missing-uids.md |
| `list_nav_regions` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-nav-regions.md |
| `list_paths` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-paths.md |
| `list_physics_materials` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-physics-materials.md |
| `list_popups` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-popups.md |
| `list_project_files` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-project-files.md |
| `list_projects` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-projects.md |
| `list_resources` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-resources.md |
| `list_scenes` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-scenes.md |
| `list_scripts` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-scripts.md |
| `list_shader_includes` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-shader-includes.md |
| `list_shader_node_types` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-shader-node-types.md |
| `list_shaders` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-shaders.md |
| `list_skeletons` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-skeletons.md |
| `list_tilesets` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-tilesets.md |
| `list_translations` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-translations.md |
| `list_ui_nodes` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-ui-nodes.md |
| `list_visual_shaders` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/list-visual-shaders.md |
| `monitor_output` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/monitor-output.md |
| `read_animated_sprite` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-animated-sprite.md |
| `read_animation` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-animation.md |
| `read_animation_tree` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-animation-tree.md |
| `read_area` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-area.md |
| `read_audio_bus_layout` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-audio-bus-layout.md |
| `read_audio_listener` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-audio-listener.md |
| `read_audio_player` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-audio-player.md |
| `read_audio_stream` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-audio-stream.md |
| `read_camera` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-camera.md |
| `read_character_body` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-character-body.md |
| `read_collision_layers` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-collision-layers.md |
| `read_container` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-container.md |
| `read_curve` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-curve.md |
| `read_decal` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-decal.md |
| `read_environment` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-environment.md |
| `read_export_presets` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-export-presets.md |
| `read_gdextension` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-gdextension.md |
| `read_gradient` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-gradient.md |
| `read_grid_map` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-grid-map.md |
| `read_import_config` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-import-config.md |
| `read_input_map` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-input-map.md |
| `read_light_2d` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-light-2d.md |
| `read_marker` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-marker.md |
| `read_material` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-material.md |
| `read_mesh_instance` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-mesh-instance.md |
| `read_multimesh` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-multimesh.md |
| `read_nav_region` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-nav-region.md |
| `read_occluder` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-occluder.md |
| `read_parallax` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-parallax.md |
| `read_particles` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-particles.md |
| `read_path` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-path.md |
| `read_physics_material` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-physics-material.md |
| `read_project_config` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-project-config.md |
| `read_project_icon` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-project-icon.md |
| `read_raycast` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-raycast.md |
| `read_reflection_probe` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-reflection-probe.md |
| `read_resource` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-resource.md |
| `read_rich_text` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-rich-text.md |
| `read_scene` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-scene.md |
| `read_script` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-script.md |
| `read_script_structure` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-script-structure.md |
| `read_shader` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-shader.md |
| `read_shader_include` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-shader-include.md |
| `read_skeleton` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-skeleton.md |
| `read_soft_body` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-soft-body.md |
| `read_spring_arm` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-spring-arm.md |
| `read_sprite_frames` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-sprite-frames.md |
| `read_stylebox` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-stylebox.md |
| `read_tab_container` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-tab-container.md |
| `read_texture_info` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-texture-info.md |
| `read_theme` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-theme.md |
| `read_tilemap` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-tilemap.md |
| `read_tileset` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-tileset.md |
| `read_translation` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-translation.md |
| `read_vehicle_body` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-vehicle-body.md |
| `read_video_player` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-video-player.md |
| `read_viewport` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-viewport.md |
| `read_visual_shader` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/read-visual-shader.md |
| `scene_dependency_graph` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/scene-dependency-graph.md |
| `search_in_project` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/search-in-project.md |
| `search_in_scripts` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/search-in-scripts.md |
| `search_scene_content` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/search-scene-content.md |
| `validate_project` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/validate-project.md |
| `validate_script` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/validate-script.md |
| `validate_shader` | Read | Low | https://policylayer.com/tools/yanhuifair-godot-mcp/validate-shader.md |
| `add_animation_library` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-animation-library.md |
| `add_animation_track` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-animation-track.md |
| `add_audio_bus` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-audio-bus.md |
| `add_autoload` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-autoload.md |
| `add_bus_effect` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-bus-effect.md |
| `add_input_binding` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-input-binding.md |
| `add_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-node.md |
| `add_script_export` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-script-export.md |
| `add_script_function` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-script-function.md |
| `add_script_signal` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-script-signal.md |
| `add_shader_graph_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/add-shader-graph-node.md |
| `attach_script` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/attach-script.md |
| `clone_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/clone-node.md |
| `connect_shader_graph_nodes` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/connect-shader-graph-nodes.md |
| `connect_signal` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/connect-signal.md |
| `create_animation` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-animation.md |
| `create_atlas_texture` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-atlas-texture.md |
| `create_audio_bus_layout` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-audio-bus-layout.md |
| `create_camera_attributes` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-camera-attributes.md |
| `create_collision_polygon` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-collision-polygon.md |
| `create_curve` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-curve.md |
| `create_directory` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-directory.md |
| `create_environment` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-environment.md |
| `create_gradient` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-gradient.md |
| `create_grid_map` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-grid-map.md |
| `create_joint` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-joint.md |
| `create_mesh_primitive` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-mesh-primitive.md |
| `create_nav_mesh` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-nav-mesh.md |
| `create_noise_texture` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-noise-texture.md |
| `create_physics_material` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-physics-material.md |
| `create_resource` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-resource.md |
| `create_scene` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-scene.md |
| `create_script` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-script.md |
| `create_shader` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-shader.md |
| `create_shader_include` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-shader-include.md |
| `create_spring_arm` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-spring-arm.md |
| `create_sprite_frames` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-sprite-frames.md |
| `create_translation` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-translation.md |
| `create_vehicle_body` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-vehicle-body.md |
| `create_visual_shader` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-visual-shader.md |
| `create_world` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/create-world.md |
| `disconnect_shader_graph_nodes` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/disconnect-shader-graph-nodes.md |
| `disconnect_signal` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/disconnect-signal.md |
| `duplicate_resource` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/duplicate-resource.md |
| `duplicate_scene` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/duplicate-scene.md |
| `edit_scene` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/edit-scene.md |
| `editor_add_autoload` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-add-autoload.md |
| `editor_add_input_action` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-add-input-action.md |
| `editor_add_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-add-node.md |
| `editor_attach_script` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-attach-script.md |
| `editor_clear_errors` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-clear-errors.md |
| `editor_connect_signal` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-connect-signal.md |
| `editor_create_folder` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-create-folder.md |
| `editor_create_scene` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-create-scene.md |
| `editor_create_script` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-create-script.md |
| `editor_disable_plugin` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-disable-plugin.md |
| `editor_disconnect_signal` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-disconnect-signal.md |
| `editor_duplicate_asset` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-duplicate-asset.md |
| `editor_duplicate_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-duplicate-node.md |
| `editor_move_asset` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-move-asset.md |
| `editor_move_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-move-node.md |
| `editor_remove_breakpoint` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-remove-breakpoint.md |
| `editor_rename_asset` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-rename-asset.md |
| `editor_rename_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-rename-node.md |
| `editor_reparent_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-reparent-node.md |
| `editor_save` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-save.md |
| `editor_save_all` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-save-all.md |
| `editor_set_breakpoint` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-set-breakpoint.md |
| `editor_set_camera` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-set-camera.md |
| `editor_set_editor_setting` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-set-editor-setting.md |
| `editor_set_main_scene` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-set-main-scene.md |
| `editor_set_node_properties` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-set-node-properties.md |
| `editor_set_project_setting` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-set-project-setting.md |
| `editor_undo` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/editor-undo.md |
| `load_sprite` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/load-sprite.md |
| `modify_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/modify-node.md |
| `move_file` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/move-file.md |
| `rename_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/rename-node.md |
| `set_animation_param` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-animation-param.md |
| `set_animation_tree_param` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-animation-tree-param.md |
| `set_bus_volume` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-bus-volume.md |
| `set_collision_shape` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-collision-shape.md |
| `set_environment_param` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-environment-param.md |
| `set_joint_param` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-joint-param.md |
| `set_keyframe` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-keyframe.md |
| `set_light_2d_param` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-light-2d-param.md |
| `set_light_param` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-light-param.md |
| `set_material_param` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-material-param.md |
| `set_mesh_surface_material` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-mesh-surface-material.md |
| `set_node_position` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-node-position.md |
| `set_node_rotation` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-node-rotation.md |
| `set_node_scale` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-node-scale.md |
| `set_shader_node_param` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-shader-node-param.md |
| `set_shape_points` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/set-shape-points.md |
| `transform_node` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/transform-node.md |
| `update_project_uids` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/update-project-uids.md |
| `write_import_config` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/write-import-config.md |
| `write_input_action` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/write-input-action.md |
| `write_project_config` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/write-project-config.md |
| `write_resource` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/write-resource.md |
| `write_script` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/write-script.md |
| `write_shader` | Write | Medium | https://policylayer.com/tools/yanhuifair-godot-mcp/write-shader.md |

## Tool descriptions

- `delete_file` — Delete a file with .bak backup.
- `editor_delete_asset` — Delete a file or folder via editor.
- `editor_delete_selected` — Delete currently selected nodes.
- `editor_remove_autoload` — Remove an autoload singleton via editor API.
- `editor_remove_input_action` — Remove an input action via editor API.
- `editor_remove_node` — Remove a node from the currently open scene.
- `remove_animation_track` — Remove track from animation.
- `remove_autoload` — Remove an autoload entry.
- `remove_input_action` — Remove an input action.
- `remove_node` — Remove a node from a scene.
- `remove_shader_graph_node` — Remove a node from a VisualShader graph by index.
- `compile_shader` — Compile (reimport) a .gdshader via Godot editor or local validation.
- `editor_bake_lightmaps` — Trigger lightmap baking.
- `editor_bake_navigation` — Bake navigation meshes for all NavigationRegion nodes in current scene.
- `editor_debug_break` — Stop execution (break) in debugger.
- `editor_debug_continue` — Resume execution in debugger.
- `editor_debug_step` — Step into next line in debugger.
- `editor_debug_step_over` — Step over current line in debugger.
- `editor_enable_plugin` — Enable a named editor plugin.
- `editor_evaluate_expression` — Evaluate a GDScript expression in debugger/editor context.
- `editor_focus` — Bring the Godot editor window to the foreground.
- `editor_get_class_doc` — Open Godot documentation for a class in browser.
- `editor_open_asset` — Open an asset in editor.
- `editor_open_dock` — Open a dock: filesystem, inspector, scene, output.
- `editor_play` — Play project from editor.
- `editor_reimport_asset` — Force reimport of an asset.
- `editor_reload_scene` — Save and reload current scene.
- `editor_run_gdscript` — Execute arbitrary GDScript code in editor context.
- `editor_run_specific_scene` — Run a specific scene (not just main).
- `editor_set_selection` — Select node in editor.
- `editor_simulate_key` — Simulate a key press in the editor (e.g. "F5" to run, "Ctrl+S" to save).
- `editor_stop` — Stop playing in editor.
- `editor_toggle_snap` — Toggle 3D snap mode.
- `export_project` — Export project via Godot CLI preset.
- `launch_editor` — Launch Godot editor with project.
- `run_project` — Run the Godot project.
- `stop_project` — Stop all running Godot processes.
- `capture_screenshot` — Capture screenshot of running game.
- `diff_resource` — Compare two resource files.
- `diff_scene` — Compare two scene files.
- `editor_get_autoloads` — List autoload singletons via editor API.
- `editor_get_breakpoints` — List all breakpoints.
- `editor_get_camera` — Get the 3D editor viewport camera position.
- `editor_get_class_list` — List all Godot classes, optionally filtered.
- `editor_get_class_properties` — List all editor-visible properties of a class.
- `editor_get_class_signals` — List all signals of a Godot class.
- `editor_get_debug_variables` — Get local variables from debugger.
- `editor_get_dependencies` — Get all resource dependencies for a file.
- `editor_get_editor_setting` — Read an editor preference value.
- `editor_get_errors` — Get current editor error/log list.
- `editor_get_info` — Get editor status info.
- `editor_get_input_map` — Read the Input Map via editor API.
- `editor_get_method_list` — List all methods of a Godot class.
- `editor_get_node_properties` — Read all editor-visible properties of a node.
- `editor_get_open_scene` — Get currently open scene path.
- `editor_get_performance` — Get FPS, draw calls, memory usage while game is running.
- `editor_get_plugin_list` — List all installed editor plugins with enabled state.
- `editor_get_project_directory` — Get project res:// and user:// paths.
- `editor_get_project_setting` — Read a project setting via editor API.
- `editor_get_recent_scenes` — List recently opened scene paths.
- `editor_get_rect` — Get editor window dimensions.
- `editor_get_running_scene_tree` — Get the live scene tree while the game is running.
- `editor_get_scene_changes` — Check if current scene has unsaved changes.
- `editor_get_selection` — Get selected nodes in editor.
- `editor_get_stack_trace` — Get current call stack from debugger.
- `editor_health_check` — Check if the Godot editor plugin is reachable.
- `editor_instantiate_scene` — Instantiate a PackedScene into the current scene.
- `editor_list_filesystem` — List files and directories in the editor filesystem.
- `editor_list_node_signals` — List signals and their connections on a node.
- `editor_read_current_scene` — Read live editor scene tree.
- `editor_redo` — Redo last undone action.
- `editor_search_help` — Search Godot documentation in browser.
- `editor_show_in_filesystem` — Reveal a file in the FileSystem dock.
- `editor_take_screenshot` — Capture the editor viewport as a PNG.
- `editor_toggle_grid` — Toggle 3D grid visibility.
- `find_nodes_in_scenes` — Search nodes across scenes by type/property.
- `find_unused_assets` — Find orphaned project files.
- `generate_cohesion_report` — Project cohesion report.
- `generate_project_report` — Generate comprehensive project overview.
- `get_godot_version` — Detect installed Godot version.
- `get_shader_node_defaults` — Get default ports and parameters for a specific VisualShader node type.
- `get_uid` — Get UID for a file.
- `is_editor_running` — Check if Godot editor is running.
- `list_all_signals` — List all signal connections across scenes.
- `list_animations` — List AnimationPlayers and animations.
- `list_audio_files` — List audio files by format.
- `list_autoloads` — List all autoload singletons.
- `list_cameras` — List Camera nodes.
- `list_csproj` — List C# project files.
- `list_environments` — List Environment resources.
- `list_groups` — List all node groups across scenes.
- `list_import_files` — List .import files grouped by type.
- `list_joints` — List physics joints.
- `list_lights` — List light nodes.
- `list_materials` — List materials grouped by type.
- `list_missing_uids` — List files missing UIDs.
- `list_nav_regions` — List NavigationRegion nodes.
- `list_paths` — List Path2D/3D nodes.
- `list_popups` — List Popup/Window/Dialog nodes.
- `list_project_files` — List files and directories in the Godot project.
- `list_projects` — Scan directory for Godot projects.
- `list_resources` — List all resource files.
- `list_scenes` — List all .tscn scene files.
- `list_scripts` — List all script files grouped by type.
- `list_shader_includes` — List all .gdshaderinc files.
- `list_shader_node_types` — List all VisualShader node types organized by category with input/output counts.
- `list_shaders` — List all .gdshader files.
- `list_skeletons` — List Skeleton nodes.
- `list_tilesets` — List TileSet resources.
- `list_translations` — List translation files.
- `list_ui_nodes` — List Control-derived UI nodes.
- `list_visual_shaders` — List VisualShader graph files.
- `monitor_output` — Read Godot process output.
- `read_animated_sprite` — Read AnimatedSprite settings.
- `read_animation` — Read animation tracks and keyframes.
- `read_animation_tree` — Read AnimationTree with state machine.
- `read_area` — Read Area2D/3D properties.
- `read_audio_listener` — List AudioListener2D/3D nodes for spatial audio positioning.
- `read_audio_player` — List AudioStreamPlayer nodes.
- `read_audio_stream` — Read audio file info: format, size, loop, bitrate from .import config.
- `read_camera` — Read camera configuration.
- `read_character_body` — Read CharacterBody properties.
- `read_collision_layers` — Read collision layer names.
- `read_container` — Read Container layout.
- `read_curve` — Read Curve resource.
- `read_decal` — List Decal nodes with size and texture info.
- `read_environment` — Read Environment resource.
- `read_export_presets` — Read export presets from export_presets.cfg.
- `read_gdextension` — Read .gdextension config.
- `read_gradient` — Read Gradient resource.
- `read_grid_map` — List GridMap nodes with cell size and mesh library references.
- `read_import_config` — Read .import file config.
- `read_input_map` — Read input map with key bindings.
- `read_light_2d` — List PointLight2D/DirectionalLight2D nodes with energy and shadow settings.
- `read_marker` — List Marker2D/Marker3D position markers across scenes.
- `read_material` — Read material with PBR formatting.
- `read_mesh_instance` — Read MeshInstance properties.
- `read_multimesh` — List MultiMeshInstance nodes.
- `read_nav_region` — Read navigation region.
- `read_occluder` — List OccluderInstance3D and OcclusionPolygon2D nodes.
- `read_parallax` — Read ParallaxBackground layers.
- `read_particles` — List particle systems.
- `read_path` — Read Path node with curve.
- `read_project_config` — Read and parse project.godot.
- `read_project_icon` — Read project identity.
- `read_raycast` — List RayCast/ShapeCast nodes.
- `read_reflection_probe` — List GI probes.
- `read_resource` — Read a .tres resource file.
- `read_rich_text` — List RichTextLabel nodes.
- `read_scene` — Read a .tscn scene file.
- `read_script` — Read a script file with line numbers.
- `read_script_structure` — Analyze GDScript structure.
- `read_shader` — Read a .gdshader file.
- `read_shader_include` — Read a .gdshaderinc file.
- `read_skeleton` — Read Skeleton bone hierarchy.
- `read_soft_body` — List SoftBody3D nodes with mass and stiffness.
- `read_spring_arm` — List SpringArm3D nodes with spring length and collision settings.
- `read_sprite_frames` — List AnimatedSprite nodes and their SpriteFrames resources.
- `read_stylebox` — Read StyleBox resource.
- `read_tab_container` — Read TabContainer/TabBar.
- `read_texture_info` — Read texture asset info.
- `read_theme` — Read Theme resource with type-aware grouping.
- `read_tilemap` — Read TileMapLayer in scene.
- `read_tileset` — Read TileSet resource.
- `read_translation` — Read translation file.
- `read_vehicle_body` — List VehicleBody3D nodes with wheel counts.
- `read_video_player` — List VideoStreamPlayer nodes.
- `read_viewport` — Read Viewport settings.
- `read_visual_shader` — Read a VisualShader graph.
- `scene_dependency_graph` — Analyze inter-scene dependencies.
- `search_in_project` — Search for text across project files.
- `search_in_scripts` — Search in scripts with function context.
- `search_scene_content` — Full-text search in .tscn content.
- `validate_project` — Validate project for broken refs, empty UIDs.
- `validate_script` — Validate GDScript for common issues.
- `validate_shader` — Validate .gdshader for syntax issues (shader_type, braces, declarations).
- `add_animation_library` — Add animation library to player.
- `add_animation_track` — Add track to animation.
- `add_audio_bus` — Add audio bus to layout.
- `add_autoload` — Add an autoload entry.
- `add_bus_effect` — Add effect to audio bus.
- `add_input_binding` — Add key/mouse/joypad binding to action.
- `add_node` — Add a node to a scene.
- `add_script_export` — Add @export variable to GDScript.
- `add_script_function` — Append a function to GDScript.
- `add_script_signal` — Add a signal declaration to GDScript.
- `add_shader_graph_node` — Add a node to a VisualShader graph. 40+ node types available (constants, math, textures, effects).
- `attach_script` — Attach a script to a node.
- `clone_node` — Deep-clone a node in a scene.
- `connect_shader_graph_nodes` — Connect two node ports in a VisualShader graph.
- `connect_signal` — Connect a signal between nodes.
- `create_animation` — Create Animation .tres resource.
- `create_atlas_texture` — Create AtlasTexture .tres.
- `create_camera_attributes` — Create CameraAttributes (Practical or Physical) for 3D camera DOF and auto-exposure.
- `create_collision_polygon` — Create CollisionPolygon2D.
- `create_curve` — Create Curve .tres.
- `create_directory` — Create a directory in project.
- `create_environment` — Create Environment from preset.
- `create_gradient` — Create Gradient .tres.
- `create_grid_map` — Create a GridMap node for 3D tile-based level design.
- `create_joint` — Create a physics joint.
- `create_mesh_primitive` — Create 3D mesh resource: Box, Capsule, Cylinder, Plane, Sphere, Torus, etc. (11 types).
- `create_nav_mesh` — Create NavigationMesh .tres.
- `create_noise_texture` — Create NoiseTexture2D.
- `create_resource` — Create a resource from template.
- `create_scene` — Create a new scene from template.
- `create_script` — Create a new script from template.
- `create_shader` — Create a new .gdshader from template.
- `create_shader_include` — Create a .gdshaderinc file.
- `create_spring_arm` — Create a SpringArm3D for smooth camera follow.
- `create_sprite_frames` — Create a SpriteFrames .tres resource with named animations.
- `create_translation` — Create translation CSV.
- `create_vehicle_body` — Create a VehicleBody3D with VehicleWheel nodes for car physics.
- `create_visual_shader` — Create a new VisualShader .tres graph file.
- `create_world` — Create World3D .tres.
- `disconnect_shader_graph_nodes` — Disconnect two node ports in a VisualShader graph.
- `disconnect_signal` — Disconnect a signal.
- `duplicate_resource` — Duplicate a .tres resource.
- `duplicate_scene` — Duplicate a scene file.
- `edit_scene` — Apply batch operations to a scene.
- `editor_add_autoload` — Add an autoload singleton via editor API.
- `editor_add_input_action` — Add an input action via editor API.
- `editor_add_node` — Add a node to the currently open scene in editor.
- `editor_attach_script` — Attach a script to a node in the editor.
- `editor_clear_errors` — Clear the editor error list.
- `editor_connect_signal` — Connect a signal between nodes in the editor.
- `editor_create_folder` — Create a directory in the project via editor filesystem.
- `editor_create_scene` — Create and open a new scene in the editor.
- `editor_create_script` — Create and open a new GDScript in the editor.
- `editor_disable_plugin` — Disable a named editor plugin.
- `editor_disconnect_signal` — Disconnect a signal between nodes.
- `editor_duplicate_asset` — Duplicate a file via editor filesystem.
- `editor_duplicate_node` — Duplicate a node with children, scripts, and signals.
- `editor_move_asset` — Move a file to a new location via editor.
- `editor_move_node` — Move a 2D/3D node to a new position.
- `editor_remove_breakpoint` — Remove a breakpoint from a script.
- `editor_rename_asset` — Rename a file via editor filesystem.
- `editor_rename_node` — Rename a node in the editor.
- `editor_reparent_node` — Move a node to a new parent.
- `editor_save` — Save current scene in editor.
- `editor_save_all` — Save all open scenes.
- `editor_set_breakpoint` — Set a breakpoint in a script.
- `editor_set_camera` — Set the 3D editor viewport camera position.
- `editor_set_editor_setting` — Set an editor preference.
- `editor_set_main_scene` — Set the project main scene.
- `editor_set_node_properties` — Set multiple properties on a node at once.
- `editor_set_project_setting` — Set a project setting via editor API (auto-saves).
- `editor_undo` — Undo last editor action.
- `load_sprite` — Load a texture onto a Sprite2D node.
- `modify_node` — Modify node properties or rename.
- `move_file` — Move/rename a file within project.
- `rename_node` — Rename a node in a scene.
- `set_animation_param` — Set animation parameter.
- `set_animation_tree_param` — Set AnimationTree parameter.
- `set_bus_volume` — Set bus volume in dB.
- `set_collision_shape` — Set collision shape for CollisionShape node.
- `set_environment_param` — Set environment parameter.
- `set_joint_param` — Set joint parameter.
- `set_keyframe` — Set keyframe on track.
- `set_light_2d_param` — Set a parameter on a 2D light node.
- `set_light_param` — Set light parameter.
- `set_material_param` — Set a single material parameter.
- `set_mesh_surface_material` — Set surface material on MeshInstance.
- `set_node_position` — Set node position (2D/3D auto-detect).
- `set_node_rotation` — Set node rotation (2D/3D).
- `set_node_scale` — Set node scale (2D/3D).
- `set_shader_node_param` — Set a parameter on a VisualShader node (constant, expression, operator, etc.).
- `set_shape_points` — Set shape on CollisionShape2D.
- `transform_node` — Apply a combined transform (position, rotation, scale) to a node in a scene.
- `update_project_uids` — Scan for missing UIDs.
- `write_import_config` — Write import settings.
- `write_input_action` — Create a new input action.
- `write_project_config` — Write a config value to project.godot.
- `write_resource` — Write properties to a resource.
- `write_script` — Write content to a script file.
- `write_shader` — Write content to a .gdshader.

## Related servers

- UnClick (1662 tools) — https://policylayer.com/tools/io-github-malamutemayhem-unclick-mcp-server.md
- Delx Protocol — Agent Recovery & Continuity (1076 tools) — https://policylayer.com/tools/io-github-davidmosiah-delx-protocol.md
- Delx Mcp A2a (1068 tools) — https://policylayer.com/tools/io-github-davidmosiah-delx-mcp-a2a.md
- Nodebench (824 tools) — https://policylayer.com/tools/io-github-homenshum-nodebench.md
- MCP Framework Personal (811 tools) — https://policylayer.com/tools/inggerman-mcps.md
- Delx MCP Server (740 tools) — https://policylayer.com/tools/io-github-davidmosiah-delx-mcp-server.md
- Binance MCP Server (734 tools) — https://policylayer.com/tools/nirholas-binance-mcp.md
- Eda Agent (726 tools) — https://policylayer.com/tools/eda-agent.md

## 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=yanhuifair-godot-mcp · API: https://policylayer.com/registry/api · Recommended policies for every tool: https://policylayer.com/policies/yanhuifair-godot-mcp
