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Apr 20, 2026EngineeringBy Funplay AI

What Are core and full Tool Profiles in Funplay Godot MCP (56 vs 105)

Funplay Godot MCP offers two tool profiles: core ships 56 hand-picked, high-signal tools as the default, while full exposes every one of the 105 registered tools. You pick a profile at configuration time and switch whenever the AI client needs more reach.

Why This Distinction Exists

MCP servers list every tool they own in each handshake with the AI client. When that list grows past a certain size, the model spends more tokens reading the tool manifest and more effort choosing between overlapping options. Funplay Godot MCP solved this by defining two profiles. The core profile keeps the surface area small enough that most models can reason about the full tool set in a single context window. The full profile opens every registered tool — including low-level editor internals added in version 0.4.0 — for power users who need them.

The plugin is written entirely in GDScript and runs inside any Godot 4.2 or later project, including Godot .NET (C#) projects. It is also language-aware: GDScript projects see GDScript tools, .NET projects see C#/.NET-specific tools such as get_dotnet_project_info, and mixed projects see both.

The tool dispatcher behind both profiles is the same engine: an HTTP listener inside the editor, a GDScript MCP server, and a dispatcher that routes calls to editor and runtime APIs. The only difference is which tools the server advertises to the client.

Core Profile (56 Tools)

The core profile is the default after installation. It prioritizes tools that cover the most common workflows: scene management, node manipulation, property editing, signal connections, resource handling, and the all-purpose execute_code endpoint.

What is in core

The execute_code tool is the backbone. It runs arbitrary GDScript inside the editor or runtime context, so one-off orchestrations that would otherwise need several narrow tools collapse into a single call. This design choice is deliberate — it reduces MCP tool-list noise for AI clients that struggle with long tool menus.

Alongside execute_code, the core profile includes typed, narrow tools for operations where discoverability and predictable return shapes matter. Scene work is fully covered: create_new_scene, save_scene, save_scene_as, create_packed_scene_from_node, instantiate_scene, and get_packed_scene_info handle the complete PackedScene lifecycle.

When to stay on core:

  • You primarily use Claude Desktop or Cursor with their default context windows.
  • Your AI agent works on scene composition, node trees, and property tweaks.
  • You want the model to pick the right tool on the first try.

Full Profile (105 Tools)

The full profile adds 49 additional tools. These are low-level editor utilities, diagnostic endpoints, and specialized APIs that most day-to-day tasks never touch. Version 0.4.0 expanded the roster significantly through these additions.

When to switch to full:

  • You need direct access to editor internals that are not exposed through the core set.
  • Your workflow involves debugging rendering pipelines, inspecting shader compilation, or querying project settings that lack a dedicated core tool.
  • You are building multi-step agents that benefit from granular, single-purpose tools over the flexible but less structured execute_code call.

Switching Profiles

Profiles are not a build-time choice. The addon publishes whichever profile you select through its configuration dock. Below is the manual JSON configuration for Cursor, pointing at the local MCP server:

{
  "mcpServers": {
    "funplay": {
      "url": "http://127.0.0.1:8765/"
    }
  }
}

For one-click setup, open the Funplay MCP dock inside the Godot editor, select your client (Claude Code, Claude Desktop, Cursor, VS Code, or Codex), and click Configure. The dock writes the correct profile and URL into the client's configuration file.

To change profiles, return to the dock, select the other profile, and click Configure again. Restart the AI client so it re-reads the tool manifest.

Comparison at a Glance

Aspect Core (56 tools) Full (105 tools)
Default on install Yes No
execute_code Included Included
Scene lifecycle tools Included Included
Low-level editor APIs Not advertised All included
Token cost of tool manifest Lower Higher
Best for Day-to-day development Advanced editor automation

Architecture Refresher

Every tool call follows the same path regardless of profile:

External AI Client
  → HTTP Request
  → Funplay MCP addon (in Godot Editor)
  → GDScript MCP server
  → Tool dispatcher (up to 105 registered tools)
  → Editor / runtime APIs

The dispatcher registers all 105 tools internally. The profile filter only controls which tools appear in the manifest sent to the AI client. This means switching profiles never requires reloading the addon.

Installation

Two paths:

  1. Clone the repo as a standalone Godot project and open it in the editor.
  2. Copy addons/funplay_mcp/ into your existing project's res://addons/ directory.

After copying, enable the addon in Project Settings → Plugins, then open the Funplay MCP dock to configure your client and select a profile.

Gotchas and Limitations

execute_code is not a sandbox. It runs arbitrary GDScript inside the editor process. A poorly constructed prompt can modify project files, delete nodes, or trigger editor crashes. Treat it like a terminal session — review what the AI plans to execute before approving.

Token budget matters on the full profile. Models with small context windows will struggle to parse a 105-tool manifest plus conversation history. If your client drops tools or hallucinates parameters, switch back to core.

No hot-reload on profile change. The AI client caches the tool list after the initial MCP handshake. Changing profiles requires restarting the client, not just the Godot editor.

Language detection is automatic but not magic. If your project contains both .gd and .cs files, the addon exposes both GDScript and .NET tool sets. Mixed projects on the full profile will see an even larger manifest. Plan accordingly.

Sibling Projects

Funplay maintains MCP servers for other engines. For reference, the Unity MCP server provides 79 tools and requires Unity 2022.3 or later. The Cocos MCP server provides 67 tools and requires Cocos Creator 3.8 or later. Additionally, Funplay Skills bundles 12 reusable AI skill templates that work across all three servers.

When to Choose Which Profile

Pick core if you are starting out, working on a small-to-medium project, or using a consumer-tier AI plan. The 56-tool surface covers scene editing, node manipulation, code execution, and resource management without overwhelming the model.

Pick full if you are building CI pipelines that drive the Godot editor, authoring editor plugins through AI, or debugging subsystems that only surface through low-level APIs. The extra 49 tools exist for these cases.

Start with the core profile on the Funplay Godot MCP repository, read more MCP deep-dives at gamebooom.ai/en/blog/, and explore the Unity sibling at github.com/FunplayAI/funplay-unity-mcp.

Keep reading

Try it in your project. All four repos are on GitHub under github.com/FunplayAI — pick the engine you're using and follow the README.
What Are core and full Tool Profiles in Funplay Godot MCP (56 vs 105) | funplay mcp