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Prompts & resources ​

Beyond the 194 tools, the server exposes two more MCP surfaces: prompts (step-numbered workflow templates the agent renders for guidance) and resources (read-only godot:// snapshots the host can fetch).

Workflow prompts (9) ​

Prompts are recipes, not actions: each one is a step-numbered template naming which tools to call in what order. Clients that surface prompts show them as slash commands (e.g. /mcp__godot-mcp__build_scene). Render with list_prompts() / render_prompt(name, arguments).

PromptPurposeKey tools it orchestrates
toolset_discoveryThe gating protocol — use first in every session; teaches enable-before-usegodot_get_server_info, godot_enable_toolset, representative gated tools
build_sceneCreate a scene end-to-end: nodes, scripts, collisioncreate_scene, create_node, attach_script, physics_setup_collision
play_testLive play-testing: probe autoload, play, inspect, simulate inputplay_scene, input_simulate_*, runtime_find_ui_elements
script_editAuthor GDScript: write, attach, parse-check, patchscripts_write, scripts_patch, scripts_get_parse_errors
debug_sceneSystematic debugging: health → workflow → signal flow → unused resourcesgodot_debug_workflow, analysis_*, get_node_properties
troubleshootDiagnostic playbook for common failures (bridge, toolsets, probe)godot_health_check, get_server_info, list_toolsets
author_resourceAuthor a resource (.tres/tileset) with the right toolsettilemap_create_tileset, add_tileset_atlas_source, create_tile
export_buildShip a build: presets → export → verifyexport_list_presets, export_get_info, export_project
batch_refactorSafe bulk property changes: find → preview → applybatch_find_nodes_by_type, batch_set_property, cross_scene_set_property

Every prompt composes from the shared toolset-protocol text (single source of truth in mcp_server/toolset_protocol.py), so the gating instructions cannot drift between the server instructions and the prompts.

Read-only resources (4) ​

Resources are addressable, refreshed-on-access snapshots — JSON strings, no side effects ever (mutations always go through tools). On a bridge failure the resource returns valid JSON carrying the structured error. Clients without resource support can read them through the read_resource fallback tool.

URIReturns
godot://project/infoProject metadata: name, Godot version, main scene, autoloads, input actions
godot://scene/currentThe currently open scene: is_open, path, name
godot://scene/treeThe full active scene tree {name, type, script, children} (may be large)
godot://scene/tree/{max_depth}The tree limited to N child levels (resource template)
godot://node/selectedThe currently selected node snapshot, or {"selected": null}

These mirror the always-on inspection tools (get_project_info, get_active_scene, get_scene_tree, get_selected_node) — read-only context is exposed both ways by design; which one a client uses depends on whether it implements the resource protocol.

Discovery ​

Both surfaces appear in godot_get_server_info (prompts[]) and via the standard MCP prompts/list and resources/list calls.

194 tools · 29 toolsets · contract version 1