godot-mcp
# Godot MCP
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[](README.zh-CN.md)
A Model Context Protocol (MCP) server for interacting with the Godot game engine.
## Introduction
Godot MCP enables AI assistants to launch the Godot editor, run projects, capture debug output, and control project execution - all through a standardized interface.
This direct feedback loop helps AI assistants like Claude understand what works and what doesn't in real Godot projects, leading to better code generation and debugging assistance.
## Features
- **Launch Godot Editor**: Open Godot editor for a specific project
- **Run Godot Projects**: Execute Godot projects in debug mode
- **Capture Debug Output**: Retrieve console output and error messages
- **Control Execution**: Start and stop Godot projects programmatically
- **Get Godot Version**: Retrieve the installed Godot version
- **List Godot Projects**: Find Godot projects in a specified directory
- **Project Analysis**: Get detailed information about project structure
- **Scene Management**:
- Create new scenes with specified root node types
- Add nodes to existing scenes with customizable properties
- Load sprites and textures into Sprite2D nodes
- Export 3D scenes as MeshLibrary resources for GridMap
- Save scenes with options for creating variants
- **UID Management** (for Godot 4.4+):
- Get UID for specific files
- Update UID references by resaving resources
## Requirements
- [Godot Engine](https://godotengine.org/download) installed on your system
- [Python](https://www.python.org/downloads/) >= 3.10
- [uv](https://docs.astral.sh/uv/) package manager (includes `uvx` tool, no extra installation needed)
- An AI assistant that supports MCP (Cline, Cursor, etc.)
> **What is uvx?**
>
> `uvx` is a tool included with the uv package manager that lets you run Python applications directly from GitHub without cloning the repository or managing virtual environments manually. Once you install uv, the `uvx` command becomes automatically available.
>
> **Benefits of using uvx:**
> - No need to clone the repository
> - Automatically manages dependencies and virtual environments
> - Always runs the latest version
> - Simplifies the configuration process
## Installation
### Prerequisites
1. Install Python 3.10 or later
2. Install uv package manager (includes uvx):
```bash
curl -LsSf https://astral.sh/uv/install.sh | sh
```
Or follow the [uv installation guide](https://docs.astral.sh/uv/getting-started/installation)
>
> After installation, you can run `uv --version` and `uvx --version` to verify your installation.
### Step 1: Run Server
#### Recommended: Use uvx (No Clone Required)
**Recommended Method** - Use `uvx` to run directly from GitHub without cloning:
```bash
uvx --from "git+https://github.com/ChanceFlow/godot-mcp@main" godot-mcp
```
#### Alternative: Local Development (For Contributing)
Only clone the repository if you plan to contribute or develop locally:
```bash
git clone https://github.com/ChanceFlow/godot-mcp.git
cd godot-mcp
uv sync
uv run python godot_mcp/server.py
```
### Step 2: Configure with Your AI Assistant
#### Recommended: Use uvx
Add to your AI assistant's MCP settings (recommended for most users):
**For Cline** (`~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json`):
```json
{
"mcpServers": {
"godot": {
"command": "uvx",
"args": ["--from", "git+https://github.com/ChanceFlow/godot-mcp@main", "godot-mcp"],
"env": {
"DEBUG": "true"
},
"disabled": false,
"autoApprove": [
"launch_editor",
"run_project",
"get_debug_output",
"stop_project",
"get_godot_version",
"list_projects",
"get_project_info",
"create_scene",
"add_node",
"load_sprite",
"export_mesh_library",
"save_scene",
"get_uid",
"update_project_uids"
]
}
}
}
```
**For Cursor UI:**
1. Go to **Cursor Settings** > **Features** > **MCP**
2. Click on **+ Add New MCP Server** button
3. Fill out form:
- Name: `godot` (or any name you prefer)
- Type: `command`
- Command: `uvx --from "git+https://github.com/ChanceFlow/godot-mcp@main" godot-mcp`
4. Click "Add"
5. You may need to press refresh button in top right corner of MCP server card to populate tool list
**For Cursor (Project-Specific):**
Create a file at `.cursor/mcp.json` in your project directory:
```json
{
"mcpServers": {
"godot": {
"command": "uvx",
"args": ["--from", "git+https://github.com/ChanceFlow/godot-mcp@main", "godot-mcp"],
"env": {
"DEBUG": "true"
}
}
}
}
```
#### Alternative: Local Development (For Contributing)
Only use this if you've cloned the repository locally:
**For Cline:**
```json
{
"mcpServers": {
"godot": {
"command": "uv",
"args": ["run", "python", "godot_mcp/server.py"],
"env": {
"DEBUG": "true"
}
}
}
}
```
**For Cursor:** Use `uv run python godot_mcp/server.py` as the command.
### Step 3: Optional Environment Variables
You can customize the server behavior with these environment variables:
- `GODOT_PATH`: Path to the Godot executable (overrides automatic detection)
- `DEBUG`: Set to "true" to enable detailed server-side debug logging
## Example Prompts
Once configured, your AI assistant will automatically run the MCP server when needed. You can use prompts like:
```text
"Launch the Godot editor for my project at /path/to/project"
"Run my Godot project and show me any errors"
"Get information about my Godot project structure"
"Help me debug this error in my Godot project: [paste error]"
"Write a GDScript for a character controller with double jump and wall sliding"
"Create a new scene with a Player node in my Godot project"
"Add a Sprite2D node to my player scene and load the character texture"
"Export my 3D models as a MeshLibrary for use with GridMap"
"Create a UI scene with buttons and labels for my game's main menu"
"Get the UID for a specific script file in my Godot 4.4 project"
"Update UID references in my Godot project after upgrading to 4.4"
```
## Implementation Details
### Architecture
The Godot MCP server uses a bundled GDScript approach for complex operations:
1. **Direct Commands**: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.
2. **Bundled Operations Script**: Complex operations like creating scenes or adding nodes use a single, comprehensive GDScript file (`godot_operations.gd`) that handles all operations.
This architecture provides several benefits:
- **No Temporary Files**: Eliminates the need for temporary script files, keeping your system clean
- **Simplified Codebase**: Centralizes all Godot operations in one (somewhat) organized file
- **Better Maintainability**: Makes it easier to add new operations or modify existing ones
- **Improved Error Handling**: Provides consistent error reporting across all operations
- **Reduced Overhead**: Minimizes file I/O operations for better performance
The bundled script accepts operation type and parameters as JSON, allowing for flexible and dynamic operation execution without generating temporary files for each operation.
## Development
### Running the Server
Direct execution:
```bash
uv run python godot_mcp/server.py
```
Development mode with MCP Inspector:
```bash
uv run mcp dev godot_mcp/server.py
```
### Testing
Run tests with pytest:
```bash
pytest
```
## Troubleshooting
- **Godot Not Found**: Set the GODOT_PATH environment variable to your Godot executable
- **Connection Issues**: Ensure the server is running and restart your AI assistant
- **Invalid Project Path**: Ensure the path points to a directory containing a project.godot file
- **Python Version**: Ensure you're using Python 3.10 or later
## License
This project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.TDQS
Scored across 84 tools
Tools are grouped by categories (Animation, Audio, Node, etc.) with clear, distinct actions. Within each category, each tool has a unique purpose (e.g., animation_create vs animation_add_track), minimizing confusion.
The naming pattern is predominantly 'category_action' in snake_case, which is consistent. Minor deviations like 'configure' vs 'set' (timer_configure vs node_set_property) and some longer names slightly break uniformity.
At 84 tools, the server is very comprehensive. While each tool feels justified by Godot's breadth, the count is high and could be overwhelming or excessive for simpler use cases.
The tool set covers a wide range of Godot subsystems (animation, audio, physics, UI, etc.). Missing some actions like removing animation tracks or audio players, but core workflows are well-supported.