MCP Directory

Godot MCP

Let AI agents launch the Godot editor, run projects, capture debug output, and edit scenes.

Unverified
stdio (local)
No auth
TypeScript

Add to your client

Copy the config for your MCP client and paste it into its config file.

Install / run
claude mcp add godot -- npx @coding-solo/godot-mcp

Paste into ~/Library/Application Support/Claude/claude_desktop_config.json

{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": [
        "@coding-solo/godot-mcp"
      ],
      "env": {
        "GODOT_PATH": "/path/to/godot",
        "DEBUG": "true"
      }
    }
  }
}

Step-by-step guides: Add to Claude Desktop · Add to Cursor · Add to Windsurf

Before you start

  • Godot Engine installed on your system
  • Node.js (>=18.0.0) and npm
  • An AI agent / MCP client that supports MCP
  • Optionally set GODOT_PATH if the Godot executable is not auto-detected

About Godot MCP

An MCP server that bridges AI agents and the Godot game engine. Agents can launch the editor, run projects in debug mode, capture debug output, query project structure, and programmatically create and edit scenes (nodes, sprites, MeshLibrary exports, UID management). Complex edits are performed through a bundled GDScript operations script driven by JSON parameters.

Tools & capabilities (14)

launch_editor

Launch the Godot editor for a specific project.

run_project

Execute a Godot project in debug mode.

get_debug_output

Retrieve console output and error messages from the running project.

stop_project

Stop a running Godot project.

get_godot_version

Retrieve the installed Godot version.

list_projects

Find Godot projects in a specified directory.

get_project_info

Get detailed information about a project's structure.

create_scene

Create a new scene with a specified root node type.

add_node

Add a node to an existing scene with customizable properties.

load_sprite

Load a sprite or texture into a Sprite2D node.

export_mesh_library

Export a 3D scene as a MeshLibrary resource for GridMap.

save_scene

Save a scene, with options for creating variants.

get_uid

Get the UID for a specific file (Godot 4.4+).

update_project_uids

Update UID references by resaving resources (Godot 4.4+).

What this server can do

Godot MCP provides tools for these capabilities — tap one to see every MCP server that does the same:

When to use it

  • Give an AI coding agent a feedback loop by running a Godot project and reading back debug output and errors
  • Let an agent scaffold scenes and nodes programmatically while building a game
  • Automate loading sprites/textures into Sprite2D nodes from chat
  • Export 3D scenes as MeshLibrary resources for use with GridMap
  • Migrate or fix UID references in Godot 4.4+ projects

Security notes

Runs locally over stdio with no authentication. It can launch the Godot editor and execute Godot projects on your machine, so only use it with projects you trust. The Godot Engine must be installed; set GODOT_PATH if it cannot be auto-detected.

Godot MCP FAQ

Do I need Godot installed separately?

Yes. The Godot Engine must be installed on your system. If the server can't auto-detect it, set the GODOT_PATH environment variable to your Godot executable path.

Which MCP clients are supported?

Any MCP-compatible client. The README gives explicit setup for Claude Code (`claude mcp add godot -- npx @coding-solo/godot-mcp`), Cline, and Cursor, plus a generic mcpServers JSON config for other clients.

How does it handle complex operations like creating scenes?

Simple operations use Godot's built-in CLI directly. Complex operations run through a single bundled GDScript file (godot_operations.gd) that accepts the operation type and parameters as JSON, avoiding per-operation temporary files.

What does the DEBUG variable do?

Setting DEBUG to "true" enables detailed server-side debug logging.

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