
Godot MCP
Let AI agents launch the Godot editor, run projects, capture debug output, and edit scenes.
Add to your client
Copy the config for your MCP client and paste it into its config file.
claude mcp add godot -- npx @coding-solo/godot-mcpPaste 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
Godot MCP (Coding-Solo/godot-mcp) bridges an AI agent and the Godot game engine through the editor's own command line. The agent can launch the editor, run a project in debug mode, capture the console output and errors, stop execution, and inspect project structure — which closes the loop that usually breaks AI-assisted game dev: the model finally sees what its GDScript change actually did when the scene ran.
Beyond run/observe, it edits projects programmatically: create scenes, add nodes, load sprites into a Sprite2D, export MeshLibrary resources for GridMaps, and manage UIDs for Godot 4.4+. Complex operations are executed by a bundled GDScript driven with JSON parameters, so nothing is hand-templated per operation and errors come back structured.
It runs locally over stdio via npx and auto-detects the Godot executable (set GODOT_PATH when it can't). Fourteen tools is a moderate tool-budget cost — fine alongside a filesystem server in Cursor or Claude, but check the total if you stack it with heavier servers.
Trade-offs: it drives the engine you already have installed (nothing hosted, nothing to sign up for), but that also means CI-style headless use needs a machine with Godot present, and scene edits are limited to the operations the bundled script implements.
Tools & capabilities (14)
launch_editorLaunch the Godot editor for a specific project.
run_projectExecute a Godot project in debug mode.
get_debug_outputRetrieve console output and error messages from the running project.
stop_projectStop a running Godot project.
get_godot_versionRetrieve the installed Godot version.
list_projectsFind Godot projects in a specified directory.
get_project_infoGet detailed information about a project's structure.
create_sceneCreate a new scene with a specified root node type.
add_nodeAdd a node to an existing scene with customizable properties.
load_spriteLoad a sprite or texture into a Sprite2D node.
export_mesh_libraryExport a 3D scene as a MeshLibrary resource for GridMap.
save_sceneSave a scene, with options for creating variants.
get_uidGet the UID for a specific file (Godot 4.4+).
update_project_uidsUpdate 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
Quick setup
- 1Install Godot Engine (4.x) if it isn't already on the machine
- 2Add the server to your client config: {"command": "npx", "args": ["-y", "godot-mcp"]} — no API key needed
- 3If the Godot binary isn't found automatically, set the GODOT_PATH env variable in the config's env block
- 4Restart Claude Desktop / Cursor / Windsurf so the 14 tools load
- 5Smoke-test: ask the agent to 'launch the Godot editor for the project at <path> and run it in debug mode', then check it can read the debug output back
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.
Is Godot MCP free and safe to run?
Free — MIT-licensed open source, no account or API key; it talks to your locally installed Godot. Safety-wise it can launch the editor, run projects and modify scene files in the project directory you point it at, so use it on projects under version control and review diffs like you would any agent edit.
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