Godot MCP
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editor_add_node
Add a node to the currently open scene in editor.
editor_create_scene
Create and open a new scene in the editor.
editor_delete_selected
Delete currently selected nodes.
editor_duplicate_node
Duplicate a node with children, scripts, and signals.
editor_focus
Bring the Godot editor window to the foreground.
editor_get_info
Get editor status info.
editor_get_open_scene
Get currently open scene path.
editor_get_performance
Get FPS, draw calls, memory usage while game is running.
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 unsaved changes plus the last action name and whether undo/redo are available.
editor_get_selection
Get selected nodes in editor.
editor_instantiate_scene
Instantiate a PackedScene into the current scene.
editor_open_dock
Open a dock: filesystem, inspector, scene, output.
editor_play
Play project from editor.
editor_read_current_scene
Read live editor scene tree.
editor_redo
Redo the last undone scene action and report which action was redone.
editor_reload_scene
Save and reload current scene.
editor_remove_node
Remove a node from the currently open scene.
editor_run_specific_scene
Run a specific scene (not just main).
editor_save
Save current scene in editor.
editor_save_all
Save all open scenes.
editor_set_main_scene
Set the project main scene.
editor_set_selection
Select node in editor.
editor_show_in_filesystem
Reveal a file in the FileSystem dock.
editor_stop
Stop playing in editor.
editor_undo
Undo the last scene action (including every MCP scene mutation) and report which action was undone.
get_status
System status / diagnostics: editor bridge, live-game runtime bridge, and tool count. Use to debug connection issues.
runtime_call_method
Call a method on a node in the running game.
runtime_emit_signal
Emit a signal on a node in the running game.
runtime_freeze
Pause (freeze) the running game.
runtime_get_node
Read live properties of a node in the running game.
runtime_get_tree
Read the running game scene tree (live, inside the played game).
runtime_input
Inject a key input event into the running game (keycode + press/release).
runtime_ping
Check if the live-game runtime bridge is reachable.
runtime_resume
Resume (unpause) the running game.
runtime_screenshot
Capture a screenshot of the running game viewport.
runtime_set_node
Set properties on a node in the running game (live mutation).
runtime_step
Advance the running game by N frames deterministically while paused (frame stepping).
search_tools
Search all tools by keyword/description to discover the right tool name. AND-combines space-separated words; name matches rank higher.