Tools overview
How tools are grouped, gated, and what live tools need.
Godot MCP Studio exposes a large set of MCP tools, grouped by area. The full,
always-current catalog with per-tool risk badges lives on the
Tools page. This page explains how they fit together.
How tools are organised
Tools are grouped into categories like project, files, scenes & scripts, scene
editing, signals & groups, running the game, the running game itself, assets,
animation, audio, input, tilemaps, 2D placement, 3D, UI layout, physics,
theming & shaders, navigation, particles, project settings, debugging, editor
scripting, class reference, and export & build. Your AI sees them all but can
only call the ones your permission mode allows.
Static vs live tools
- Static tools work on files on disk: reading and editing scripts, scenes,
and resources. They work whether or not Godot is open.
- Live tools talk to the running Godot editor over a local, token-secured
bridge. They need Godot open with the addon enabled. Examples: reading the
live scene tree, editing the open scene, or inspecting the game while it runs.
If a live tool fails, it's almost always because the editor isn't open or the
addon isn't enabled. See Troubleshooting.
The escape hatch
When the fixed tools don't cover something, run_editor_script runs an arbitrary
GDScript snippet inside the editor with full access to the editor API. It's how an
AI can automate bulk edits, generate content, or drive a one-off migration without
you touching Godot. Because it executes code, it's available only in Full Control.
Confirmation for risky actions
Destructive and command-executing tools ask for confirmation in the app before
they run, even in Full Control. That keeps a fast agent from doing something
irreversible without a human beat in between.
The AGENTS.md advantage
When the app writes AGENTS.md / CLAUDE.md into your project, the model gets a
concise description of these tools and how to use them well. It's optional but
strongly recommended. See Connect your AI client.