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Coding-Solo/godot-mcp (godot-mcp)

godot-mcp · v0.1.0 · scanned

What changed in the harness

Selection accuracy 100→100, token cost up 18%, unconfirmed writes 0%→0%.

Category breakdown

Where the score comes from.

Earned points across the four signals Gradable measures. Safety and Legibility are scored out of 30; Economics and Discoverability are scored out of 20.

01Safety

0.0 / 30

0.0 out of 30
02Legibility

23.6 / 30

23.6 out of 30
03Economics

19.9 / 20

19.9 out of 20
04Discoverability

14.3 / 20

14.3 out of 20

Highest-impact fix

Estimated gain +30 points

Add explicit identity and permission preflight tools

Expose machine-readable principal/tenant confirmation and a non-mutating permission check so agents can verify both before destructive actions.

Description evidence

Defects and rewrites.

14 defects found across the exposed tool descriptions. Suggested rewrites make purpose, inputs, boundaries, and returns easier for an agent to understand.

Tool Defect types Suggested rewrite
launch_editor
name_restates_behavior no_return_description
Opens the Godot editor on the project at the given path so you can inspect or modify it visually before testing; launch later by finding .godot, project.godot, or editor settings. Opens and returns once the editor process has started.
run_project
name_restates_behavior
Starts the project at given path in the Godot player (the scene argument overrides the project's main scene if provided), captures the process output, and returns a handle so get_debug_output can retrieve it.
get_debug_output
name_restates_behavior
Returns the captured console output and error messages of the project last launched with run_project, so you can inspect logs and print statements.
stop_project
name_restates_behavior no_return_description
Terminates the project instance previously started with run_project. Returns once the process has been stopped.
get_godot_version
name_restates_behavior no_return_description
Returns the version string of the installed Godot editor, so you can see which engine major/minor the project and tools target (e.g., whether UID features apply).
list_projects
name_restates_behavior no_return_description
Returns the paths of Godot projects found in the given directory, descending into subdirectories when recursive is true, and returns an empty list if no project.godot files are found.
get_project_info
no_return_description
Returns the metadata declared by the project.godot file for the project at the given path, such as project name, features, main scene, and config settings.
create_scene
name_restates_behavior no_return_description
Creates a new .tscn scene file under the project at the given path with a single root node of rootNodeType (Node2D by default). Returns once the file has been written.
add_node
name_restates_behavior no_return_description
Inserts a node of nodeType with the given nodeName into the scene file at scenePath, attached under parentNodePath (root by default) and applies any provided node properties. Returns once the scene file has been updated and saved.
load_sprite
name_restates_behavior no_return_description
Assigns the texture at texturePath to the Sprite2D node at nodePath in the scene at scenePath (relative to the project), and saves the scene. Returns once the texture has been assigned and persisted.
export_mesh_library
name_restates_behavior no_return_description
Writes the scene at scenePath to a GridMap-usable MeshLibrary resource at outputPath, optionally limiting included meshes to the item names in meshItemNames. Returns the path of the written .res once done.
save_scene
name_restates_behavior no_return_description
Persists pending edits made to the scene at scenePath, or writes it to newPath when given so you can branch a variant copy without overwriting the original. Returns the path the scene was saved to.
get_uid
name_restates_behavior no_return_description
Returns the Godot resource UID of the file at filePath (relative to the project), for use in 4.4+ UID-based references. Errors if the file has no UID.
update_project_uids
no_return_description
Resaves resources in the project at the given path so their .uid files are regenerated and UID references are updated to match (for Godot 4.4+). Returns the number of resources updated once complete.

Selection evidence

Confusable tool pairs.

2 pairs where similar names or overlapping descriptions may send an agent toward the wrong tool.

Tool A Tool B Confidence Why they collide
create_scene save_scene medium A task like 'create a variant of a scene' or 'save a new scene' is ambiguous: save_scene explicitly supports creating variants via newPath, so an agent could pick create_scene when saving a variant was intended, and vice versa when the user says 'make a scene' meaning persist current edits.
list_projects get_project_info low A task like 'show me my project details' or 'get information about the projects' could point to either tool: list_projects enumerates projects in a directory while get_project_info returns metadata for one project, and an agent without a projectPath might wrongly default to get_project_info instead of listing first.

Compare the field

One score is useful.
The evidence makes it actionable.

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