Godot MCP Server Ultimate Edition
Provides tools for interacting with Godot Engine projects, enabling AI agents to create, edit, and manage game scenes, scripts, and project assets programmatically.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Godot MCP Server Ultimate Edition run project health check"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
🏆 Godot MCP Server Ultimate Edition (63+ Herramientas Profesionales)
El servidor Model Context Protocol (MCP) más avanzado, robusto y profesional del mundo para Godot 4.6+
Este no es un servidor MCP cualquiera que edita archivos a ciegas. Se trata de un Backend de Asistencia de IA de Nivel Empresarial construido para interactuar con Godot Engine igual que lo haría un Programador Senior. Evita por completo los errores comunes del código generado por IA utilizando integraciones profundas con el motor, estados de reversión (rollback) y diagnósticos activos de la salud del proyecto.
🌟 ¿Por qué este MCP es infinitamente superior?
La mayoría de los servidores MCP de Godot te obligan a instalar plugins internos inestables o realizan ediciones de archivos "a ciegas" desde la terminal. Este repositorio trasciende esas limitaciones implementando una Arquitectura de Cero Compromisos:
1. 🛡️ Operaciones Transaccionales (Backup & Rollback)
Las IAs alucinan. Si la IA rompe un archivo .tscn, normalmente tu escena se pierde para siempre. Aquí no.
Este MCP implementa de forma obligatoria el patrón de Copia de Seguridad Antes de Mutar:
backup_scene: Crea instantáneamente un estado de tu escena con marca de tiempo dentro de la carpeta oculta.scene_backups/, protegido por rastreo avanzado.meta.json.restore_scene_backup: Revierte el archivo automáticamente si la operación de la IA corrompe el árbol de nodos.Una red de seguridad que garantiza que ninguna acción de la IA destruirá tu trabajo de forma permanente.
2. 🧠 Validación Profunda Nativa (validate_script_deep)
Otros MCPs solo validan la sintaxis usando herramientas básicas. Este MCP arranca un compilador Headless de Godot en segundo plano para validar tu código GDScript de manera real.
Detecta errores semánticos, referencias perdidas a
class_namey violaciones restrictivas de tipado estático antes de adjuntar el script a cualquier nodo.Lee los errores nativos directamente del sistema interno de Godot y le indica a la IA la línea exacta del fallo.
3. 🏥 Diagnóstico Activo del Proyecto (project_health_check)
La IA no espera a que el juego falle para actuar. Ejecuta un escáner pesado que revisa todo tu proyecto detectando deuda técnica:
🔴 Dependencias rotas y escenas que no se pueden cargar.
🟡 Nodos de Física (
PhysicsBody) a los que se les ha olvidado poner colisiones (CollisionShape).🔗 Referencias internas rotas o UIDs huérfanos (crucial para Godot 4.4+).
Retorna un informe estructurado a la IA para que ataque y solucione todos los problemas de raíz.
4. 🚀 Cero Intrusión en tu Juego
Se acabaron los tiempos de instalar plugins o ensuciar tu carpeta addons/. Este MCP funciona de manera completamente externa usando godot --headless, leyendo e inyectando código en carpetas ocultas (.godot/mcp_temp) dejando todo el código fuente de tu juego intacto y limpio.
Related MCP server: Gear
🛠️ Un Arsenal de 63 Herramientas
Nuestro MCP provee a la IA con 63 herramientas especializadas para desarrollar videojuegos masivamente más rápido:
Arquitectura de Proyecto: Configurar resoluciones, Renderer, instalar Autoloads, mapeo de controles
InputMap, escenas principales y control delWorldEnvironment.Manipulación de Nodos: Crear, borrar, mover, duplicar y añadir cientos de nodos por lotes de forma instantánea.
Edición de Propiedades: Sistema inteligente para encontrar grupos específicos de nodos a través de múltiples escenas y cambiar propiedades en masa usando RegEx.
Manejo de Señales y Recursos: Conectar señales (signals), empaquetar agrupaciones lógicas, cargar e instanciar sprites, medir hitboxes 3D, y transformar bibliotecas (
MeshLibrary) completas para escenarios.Sistemas Nativos: Autocreación de UI, preset impresionantes de partículas GPU (fuego, nieve, lluvia, chispas), configuración técnica de audios en espacio 3D e instanciación de controladores de luz omnidireccionales y globales.
Debugging Realtime: La IA arranca el juego directamente para el usuario, lee los logs, intercepta crashes por la consola nativa (
get_debug_output()) y te corrige el error casi sin intervención humana.
💻 Inicio Rápido y Setup
Requisitos Previos
Node.js (v18+)
Godot 4.6.2+ (Funciona desde 4.4, pero está fuertemente optimizado para las últimas mejoras)
Un Cliente IA que soporte integraciones MCP (Claude Desktop, Cline, Trae, Antigravity)
Instalación Inmediata
Clona este repositorio:
git clone https://github.com/Dex865378/MCP-GODOT-63-HERRAMIENTAS.git cd MCP-GODOT-63-HERRAMIENTASInstala y Compila:
npm install npm run buildConfigura tu Asistente de IA (Claude/Cline): Edita la configuración de tu entorno de MCP (por ejemplo
claude_desktop_config.json) apuntando hacia el servidor construido en la carpetabuild:{ "mcpServers": { "godot": { "command": "node", "args": ["/ruta/absoluta/a/MCP-GODOT-63-HERRAMIENTAS/build/index.js"] } } }Dato Clave: Si agregas en este archivo la variable de entorno
GODOT_PATHapuntando directamente a tu.exede Godot, el servidor correrá instantáneamente con su máximo rendimiento.
👾 Probando el Poder del MCP
Una vez conectado, puedes pedirle cosas inmensas a la IA, por ejemplo:
"Créame un jugador para un juego plataformero 2D desde cero. Usa la textura
player_sprite.png, métele las colisiones correspondientes, programa toda la física incluyendo código sólido conmove_and_slide()y valídalo de manera profunda para asegurarnos que está perfecto. Por último conectalo con el control space del teclado."
La IA se encargará por sí sola de instanciar los nodos, enganchar las clases de físicas, validar el código sin errores por compilador nativo de godot, y programar los teclados, permitiéndote dirigir la creación de tu propio videojuego a la velocidad del pensamiento.
🤖 Bonus Opcional: El Agente Experto Universal (godot_expert.md)
Dentro de este repositorio encontrarás el archivo godot_expert.md. El uso de este archivo es opcional, pero altamente recomendado si buscas el nivel más extremo de eficiencia en tu asistente.
Este documento funciona como el "Cerebro Lógico" de un desarrollador Senior. Al adjuntarlo o copiarlo dentro del Prompt del Sistema de tu asistente de IA, obtendrás:
Instrucciones absolutas, patrones y metodologías probadas para la creación de juegos en 2D, 2.5D (Isométrico Auténtico) y 3D.
Patrones arquitectónicos de código base estandarizados y sistemas pre-armados (Sistema de Guardado, Gestores de Sonido y Manejadores Globales).
Evita que la IA deba deducir cómo plantear las lógicas desde cero. La IA ya sabrá qué y cómo estructurar tus juegos.
Úsalo en conjunto con este MCP y observarás cómo el desempeño y capacidad técnica de la IA se eleva a niveles casi imposibles.
📜 Licencia y Uso Libre (Atribución Obligatoria)
Este proyecto es 100% de uso libre y Open Source para todo el mundo. Tienes la libertad total de usarlo, modificarlo y adaptarlo a tus necesidades sin ningún tipo de límite.
Sin embargo, tiene una única condición irrenunciable: Atribución y Crédito. Si decides forkear, clonar, o utilizar el código (o partes significativas) de este MCP dentro de otro repositorio, aplicación o sistema público, estás obligado por licencia a nombrar e incluir a "Dex865378" en los créditos/contribuidores del proyecto final, como el autor y credor de esta Base Avanzada (Utimate Edition).
Available Tools
63 toolsadd_collision_shapeA
Add a collision shape to a physics body (auto-detects 2D/3D). Shapes: rectangle/circle/capsule (2D) or box/sphere/capsule/cylinder (3D)
Inputs: projectPath (required), scenePath (required), nodePath (required), shapeType (required), +3 more.
add_nodeB
Add a node to an existing scene
Inputs: projectPath (required), scenePath (required), nodeType (required), nodeName (required), +2 more.
add_to_groupA
Add a node to a group. Groups are essential for get_tree().get_nodes_in_group("enemies") pattern.
Inputs: projectPath (required), scenePath (required), nodePath (required), groupName (required).
analyze_scriptA
Analyze a GDScript file to extract its class structure (extends, functions, variables, signals, enums).
Inputs: projectPath (required), scriptPath (required).
attach_script_to_nodeC
Attach a Godot script to a node in a scene
Inputs: projectPath (required), scenePath (required), nodePath (required), scriptPath (required).
backup_sceneA
[OPTION B - Part 1] Create a timestamped backup of a scene file (.tscn) BEFORE making edits. Stores backups in /.scene_backups/. Always call this before using batch_add_nodes, set_node_properties, or any destructive scene mutations. Returns the backup file path to use with restore_scene_backup if needed.
Inputs: projectPath (required), scenePath (required).
batch_add_nodesC
Add multiple nodes to a scene in a single operation
Inputs: projectPath (required), scenePath (required), nodes (required).
batch_instance_sceneA
Instance a scene multiple times with different transforms in a single operation. Much more efficient than calling instance_scene repeatedly.
Inputs: projectPath (required), scenePath (required), instancePath (required), transforms (required), +1 more.
bulk_set_propertiesA
Modify properties across multiple nodes in a scene based on type or name pattern matches.
Inputs: projectPath (required), scenePath (required), properties (required), nodeType, +1 more.
connect_signalB
Connect a signal from one node to a method on another node in a scene
Inputs: projectPath (required), scenePath (required), sourceNode (required), targetNode (required), +2 more.
create_animationC
Create an AnimationPlayer with animations on a node
Inputs: projectPath (required), scenePath (required), nodePath (required), animations (required).
create_audio_playerB
Create an AudioStreamPlayer or AudioStreamPlayer3D node with optional audio file and configuration.
Inputs: projectPath (required), scenePath (required), parentPath, audioPath, +1 more.
create_autoloadC
Register a script as an autoload/singleton in project.godot
Inputs: projectPath (required), autoloadName (required), autoloadPath (required).
create_environmentB
Create a WorldEnvironment node with sky, ambient light, fog and other environment settings.
Inputs: projectPath (required), scenePath (required), options.
create_input_actionC
Add an input action to the project.godot input map
Inputs: projectPath (required), actionName (required), keys (required).
create_lightB
Create a light node (DirectionalLight3D, SpotLight3D, OmniLight3D) with configuration.
Inputs: projectPath (required), scenePath (required), parentPath, lightType, +1 more.
create_particlesB
Create a GPUParticles3D node with a preset configuration (smoke, fire, snow, rain, sparks, dust).
Inputs: projectPath (required), scenePath (required), parentPath, preset, +1 more.
create_projectB
Create a new Godot project from scratch by generating the project.godot file
Inputs: projectPath (required), projectName (required), renderer.
create_sceneA
Create a new Godot scene file
Inputs: projectPath (required), scenePath (required), rootNodeType.
create_scriptB
Create a new GDScript (.gd) file with content
Inputs: projectPath (required), scriptPath (required), content (required).
create_shaderC
Create a Godot shader file (.gdshader) with content
Inputs: projectPath (required), shaderPath (required), content (required).
create_timerB
Create a Timer node with configuration (cooldowns, spawns, delays, etc.)
Inputs: projectPath (required), scenePath (required), parentPath, timerName, +3 more.
create_ui_elementB
Create a UI control node (Label, Panel, Button, ProgressBar, TextureRect) with configuration.
Inputs: projectPath (required), scenePath (required), type (required), parentPath, +1 more.
delete_fileA
Delete a file from a Godot project (scripts, scenes, resources, etc.)
Inputs: projectPath (required), filePath (required).
duplicate_nodeC
Duplicate a node (and its children) within a scene
Inputs: projectPath (required), scenePath (required), nodePath (required), newName.
export_mesh_libraryB
Export a scene as a MeshLibrary resource
Inputs: projectPath (required), scenePath (required), outputPath (required), meshItemNames.
get_class_infoA
Get detailed info about any Godot class (properties, methods, signals, constants)
Inputs: projectPath (required), className (required).
get_debug_outputB
Get the current debug output and errors
Inputs: no named parameters.
get_godot_versionA
Get the installed Godot version
Inputs: no named parameters.
get_node_propertiesB
Get all editable properties of a specific node in a scene (returns JSON)
Inputs: projectPath (required), scenePath (required), nodePath (required).
get_node_signalsC
List all available signals on a node and current connections
Inputs: projectPath (required), scenePath (required), nodePath (required).
get_project_infoB
Retrieve metadata about a Godot project
Inputs: projectPath (required).
get_project_settingsC
Read the project.godot settings file and return key settings
Inputs: projectPath (required).
get_scene_treeA
Get a JSON representation of the node tree in a scene
Inputs: projectPath (required), scenePath (required).
get_uidB
Get the UID for a specific file in a Godot project (for Godot 4.4+)
Inputs: projectPath (required), filePath (required).
inspect_model_boundsA
Inspect a 3D model (.glb/.gltf/.tscn) to get its bounding box dimensions. Returns min, max, center, and size vectors. Essential for positioning models correctly.
Inputs: projectPath (required), modelPath (required).
instance_sceneB
Instance a scene (.tscn) as a child node inside another scene. This is THE #1 pattern in Godot — create Player.tscn, Enemy.tscn separately, then instance them inside Level.tscn.
Inputs: projectPath (required), scenePath (required), instancePath (required), instanceName, +2 more.
launch_editorC
Launch Godot editor for a specific project
Inputs: projectPath (required).
list_projectsA
List Godot projects in a directory
Inputs: directory (required), recursive.
list_resourcesA
List all resource files in a Godot project (images, audio, fonts, shaders, etc.)
Inputs: projectPath (required), extension.
list_scene_backupsA
List all available backups for a scene file, ordered by most recent first. Use this to review available restore points before calling restore_scene_backup.
Inputs: projectPath (required), scenePath (required).
list_scene_filesC
List all scene files (.tscn) in a Godot project
Inputs: projectPath (required).
list_script_filesC
List all script files (.gd) in a Godot project
Inputs: projectPath (required).
load_spriteC
Load a sprite into a Sprite2D node
Inputs: projectPath (required), scenePath (required), nodePath (required), texturePath (required).
move_nodeC
Move (reparent) a node to a different parent in a scene
Inputs: projectPath (required), scenePath (required), nodePath (required), newParentPath (required).
project_health_checkA
[OPTION C] Run a comprehensive diagnostic check on a Godot project. Detects: broken scenes (cannot load), broken scripts, broken resources (.tres/.res), physics bodies without CollisionShape children, orphan .uid files (Godot 4.4+), and missing assets. Returns structured JSON with errors, warnings, and project stats. Essential before shipping or after large refactors.
Inputs: projectPath (required).
read_scriptA
Read the contents of a GDScript or any text file in a project
Inputs: projectPath (required), filePath (required).
remove_nodeC
Remove a node from a scene
Inputs: projectPath (required), scenePath (required), nodePath (required).
rename_nodeC
Rename a node in a scene
Inputs: projectPath (required), scenePath (required), nodePath (required), newName (required).
restore_scene_backupA
[OPTION B - Part 2] Restore a scene (.tscn) from a previously created backup. Use this as a rollback if a scene mutation went wrong. Provide the backupPath returned by backup_scene, or leave empty to restore the most recent backup for that scene.
Inputs: projectPath (required), scenePath (required), backupPath.
run_projectC
Run the Godot project and capture output
Inputs: projectPath (required), scene.
save_sceneC
Save changes to a scene file
Inputs: projectPath (required), scenePath (required), newPath.
search_symbolB
Perform a project-wide search for a symbol or text in all GDScript files.
Inputs: projectPath (required), query (required), isRegex.
set_collision_layer_maskA
Set collision layer and mask on a physics body or area. Controls which physics layers interact.
Inputs: projectPath (required), scenePath (required), nodePath (required), layer, +1 more.
set_main_sceneA
Set the main scene that runs when pressing Play in Godot. Without this the game does not start.
Inputs: projectPath (required), scenePath (required).
set_node_propertiesC
Set properties of a node in a scene
Inputs: projectPath (required), scenePath (required), nodePath (required), properties (required).
set_project_settingC
Set a value in the project.godot configuration file
Inputs: projectPath (required), section (required), key (required), value (required).
stop_projectA
Stop the currently running Godot project
Inputs: no named parameters.
update_project_uidsB
Update UID references in a Godot project by resaving resources (for Godot 4.4+)
Inputs: projectPath (required).
update_scriptC
Update/overwrite the contents of an existing script file
Inputs: projectPath (required), scriptPath (required), content (required).
validate_sceneB
Validate a scene for common errors (missing collisions, empty shapes, missing textures, etc.)
Inputs: projectPath (required), scenePath (required).
validate_scriptB
Check a GDScript file for syntax errors by attempting to load it in Godot.
Inputs: projectPath (required), scriptPath (required).
validate_script_deepA
[OPTION A] Deep GDScript validation using Godot's real compiler (headless). Detects syntax errors, type mismatches, missing class references, and semantic issues that surface at parse/compile time. More thorough than validate_script. Returns structured JSON with error details including file, line number, and error message.
Inputs: projectPath (required), scriptPath (required).
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
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TDQS
Scored across 63 tools
Most tools have clearly distinct purposes with good descriptions. Potential confusion between validate_script and validate_script_deep, and among add_node, batch_add_nodes, instance_scene, but descriptions mitigate ambiguity.
Consistent use of verb_noun pattern with underscores (e.g., add_collision_shape, analyze_script). Minor deviations like get_debug_output, but overall predictable and readable.
63 tools is large for a single MCP server, covering many aspects of Godot development. While each serves a purpose, the count feels borderline overwhelming and could be streamlined.
Comprehensive coverage of Godot development: scene editing, scripting, project settings, debugging, collisions, animations, UI, etc. Minor gaps (e.g., physics joints, advanced animation) but covers core workflows well.
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