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Godot MCP

godot-mcp is a dependency-free MCP server for Godot 4.5+. It lets AI agents create, edit, and run full Godot games entirely through MCP tool calls.

Tested with Codex and Claude. Should also work with LMStudio, OpenCode, and any other MCP-compatible client.

Screenshot 1

Screenshot 2

Features

  • Detect Godot (godot_detect_executable) : Locates and validates the Godot executable so every subsequent tool knows which engine binary to use.

  • Create Project (godot_create_project) : Scaffolds a brand-new Godot project with the chosen name and parent directory, delegating to Godot itself so the output stays compatible with newer 4.x releases.

  • Create Folder (godot_create_folder) : Creates project-relative folders with safe snake_case naming for organizing assets, scenes, and scripts.

  • Inspect Project Structure (godot_get_project_structure) : Returns both nested structured entries and a human-readable tree string of all files and folders in the project.

  • List Resources (godot_list_resources) : Provides a fast grouped overview of scripts, shaders, scenes, and textures with counts, without manually globbing the project.

  • Start Editor (godot_start_project) : Opens the Godot editor for the project and returns a PID plus a log file path.

  • Create Scene (godot_create_scene) : Creates and saves a new scene with a Godot-style snake_case.tscn filename and PascalCase root node name.

  • Create Shader (godot_create_shader) : Generates a .gdshader file from a starter template or explicit shader source code.

  • Update Project Settings (godot_update_project_settings) : Edits one or more ProjectSettings parameters (app name, window size, etc.) through Godot itself. Accepts JSON-compatible values plus optional raw Godot expressions via value_godot.

  • Attach Script (godot_attach_script) : Attaches an existing .gd file or creates a starter script that extends the target node's type before attaching it.

  • Get Scene Tree (godot_get_scene_tree) : Inspects a saved scene's node tree and parent/child structure using Godot's own PackedScene.get_state().

  • Validate Scene (godot_validate_scene) : Dry-run parses a scene resource with a lightweight headless load so problems surface before a full run.

  • Add Node (godot_add_node) : Adds a new node of any instantiable Godot node type to an existing scene.

  • Add Primitive Mesh (godot_add_primitive_mesh) : Drops in a BoxMesh, CylinderMesh, SphereMesh, or other built-in primitive on a MeshInstance3D node for fast level blockout.

  • Edit Primitive Mesh (godot_edit_primitive_mesh) : Swaps the primitive type or changes parameters like size, height, radius, and segment counts.

  • Edit Scene (godot_edit_scene) : Renames a node, reparents it, deletes it, or combines those edits with transform changes in one save. Uses Godot to repack the scene.

  • Get Node Properties (godot_get_node_properties) : Returns the property list with serialized current values so object and vector values stay JSON-friendly.

  • Get Node Transform (godot_get_node_transform) : Inspects the root or a child node's transform section for Node2D, Node3D, and Control nodes.

  • Update Node Transform (godot_update_node_transform) : Adjusts position, rotation, scale, or other supported transform fields using JSON-friendly vector objects like { "x": 10, "y": 20 }.

  • Run Project (godot_run_project) : Launches the project's main scene as a detached process, returning a PID plus a log file path.

  • Run Scene (godot_run_scene) : Launches a specific scene directly as a detached process.

  • Run with Capture (godot_run_with_capture) : Runs for a short capture window, then returns stdout, stderr, the Godot log file excerpt, and parsed debug lines for warnings and errors.

  • Screenshot (godot_screenshot) : Uses Godot's built-in movie writer to capture the last rendered PNG frame after running for a short duration.

  • Search Docs (godot_search_docs) : Searches a cached API dump generated from the selected Godot executable, so results stay aligned with the installed engine version.

  • Add WorldEnvironment (godot_add_world_environment) : Adds a WorldEnvironment node and applies Environment and node-level parameter updates in one call.

  • Update WorldEnvironment (godot_update_world_environment) : Updates an existing WorldEnvironment node's Environment settings (fog, tonemap, ambient light, background, etc.) and selected node properties.

  • Run with Visual Profile (godot_run_with_visual_profiler): Profiles a Godot project’s rendering and visual performance, reporting metrics such as fps, frame_time_ms, render_objects_in_frame, render_primitives_in_frame, render_draw_calls_in_frame, render_video_mem_bytes, navigation_process_ms, object_count, and node_count.

  • Run with Profiler (godot_run_with_profiler): Runs a Godot project or a specific scene with the built-in profiler to capture detailed performance data, including fps, frame_time_ms, process_time_ms, physics_time_ms, physics_frame_time_ms, navigation_process_ms, memory_static_bytes, object_count, resource_count, node_count, orphan_node_count, physics_2d_active_objects, physics_2d_collision_pairs, physics_2d_island_count, physics_3d_active_objects, physics_3d_collision_pairs, physics_3d_island_count, and audio_output_latency_ms.

  • Record Video ( godot_record_video ): Runs a scene for a set duration, .avi by defualt or captures frames and audio and encodes the result to an .mp4 via ffmpeg if available. Accepts an camera_waypoints array (position, rotation, and FOV per keyframe).

The server also exposes MCP resource discovery over stdio, so clients can inspect a static tool catalog resource and a per-tool detail template without needing to call the tools first.

Related MCP server: Godot MCP Extended

Requirements

  • Python 3.10+

  • Godot 4.5 or newer

  • FFmpeg (optional)

Godot can be supplied either:

  • per tool call with godot_executable

  • globally with the GODOT_EXECUTABLE environment variable

Examples:

  • /Applications/Godot.app/Contents/MacOS/Godot

  • /Applications/Godot_mono.app/Contents/MacOS/Godot

  • /usr/local/bin/godot4

Run It

From this repository:

PYTHONPATH=src python3 -m godot_mcp

Or install it:

python3 -m pip install -e .
godot-mcp

MCP Config Example

{
  "mcpServers": {
    "godot": {
      "command": "python3",
      "args": ["-m", "godot_mcp"],
      "env": {
        "PYTHONPATH": "/path/to/godot-mcp/src",
        "GODOT_EXECUTABLE": "/path/to/godot"
      },
      "toolCallTimeoutMillis": 240000
    }
  }
}

Adjust "toolCallTimeoutMillis" as needed. e.g. using video recording. If your recording exceeds the default timeout of 120000 milliseconds (2 minutes), increase this value accordingly to prevent the tool call from timing out.

Notes

  • Scene filenames are normalized to snake_case.tscn.

  • Project-relative folder inputs are normalized to safe snake_case directory segments.

  • Scene root node names are normalized to PascalCase.

  • Shader filenames are normalized to snake_case.gdshader.

  • Script filenames are normalized to snake_case.gd when the MCP creates them.

  • godot_get_project_structure returns both nested structured entries and a human-readable tree string.

  • godot_list_resources returns grouped project resources with counts for scripts, shaders, scenes, and textures.

  • Scene tree inspection uses Godot's own PackedScene.get_state() rather than hand-parsing .tscn files.

  • godot_validate_scene uses a lightweight headless load of the scene resource so parse problems surface before a full run.

  • godot_add_primitive_mesh and godot_edit_primitive_mesh work through Godot itself, so primitive resources stay valid and level greyboxing can be driven through MCP with mesh-specific parameters.

  • MCP resource discovery is available through resources/list, resources/templates/list, and resources/read, including godot://server/tools, godot://server/guide, and godot://tool/{name}.

  • godot_get_node_properties returns the property list with serialized current values so object and vector values stay JSON-friendly.

  • godot_edit_scene uses Godot to repack the scene after node edits instead of rewriting .tscn text directly.

  • Local doc search uses a cached API dump generated from the selected Godot executable, so the results stay aligned with the installed engine version.

  • Transform inspection and editing currently support Node2D, Node3D, and Control nodes, using JSON-friendly vector objects like { "x": 10, "y": 20 }.

  • godot_attach_script can either attach an existing .gd file or create a starter script that extends the target node's type before attaching it.

  • godot_run_project and godot_run_scene start detached processes and return a PID plus a log file path.

  • godot_run_with_capture runs for a short capture window, then returns stdout, stderr, the Godot log file excerpt, and parsed debug lines for warnings and errors.

  • godot_screenshot uses Godot's built-in movie writer, then keeps the last rendered PNG frame as the screenshot and cleans up the intermediate frames.

  • The run tools are non-headless by default, so a normal game window appears unless you explicitly pass headless=true.

  • godot_start_project opens the editor and returns a PID plus a log file path.

  • Logs are written into the target project under .godot-mcp/logs/.

Local Verification

This repository includes unit tests that use a fake Godot executable so the MCP server can be validated even when Godot is not installed in the current environment.

Run them with:

python3 -m unittest discover -s tests

Contributing

Contributions are welcome! Feel free to open issues, submit pull requests, or suggest new features. All contributions are appreciated.

License

This project is licensed under the MIT License.

Available Tools

24 tools
godot_add_nodeB

Add a new node of any instantiable Godot node type to an existing saved scene.

Inputs: project_path (required), scene_path (required), node_type (required), parent_path, +2 more.

godot_add_primitive_meshC

Add a MeshInstance3D with a built-in PrimitiveMesh resource such as BoxMesh, CylinderMesh, SphereMesh, CapsuleMesh, PlaneMesh, PrismMesh, QuadMesh, or TorusMesh.

Inputs: project_path (required), scene_path (required), mesh_type (required), parent_path, +4 more.

godot_attach_scriptA

Attach a GDScript file to a specific node in a saved scene, creating the script file first when needed.

Inputs: project_path (required), scene_path (required), node_path, script_path, +5 more.

godot_create_folderB

Create a safe project-relative folder inside an existing Godot project.

Inputs: project_path (required), folder_path (required).

godot_create_projectC

Create a new Godot project, create common folders, and set the project display name.

Inputs: project_name (required), parent_directory (required), folder_name, godot_executable.

godot_create_sceneA

Create and save a new scene with a normalized Godot-style filename and root node name.

Inputs: project_path (required), scene_name (required), root_type, folder, +3 more.

godot_create_shaderA

Create a .gdshader file inside the Godot project, either from a starter template or explicit shader code.

Inputs: project_path (required), shader_name (required), folder, shader_type, +2 more.

godot_detect_executableB

Resolve the Godot 4.5+ executable that this MCP server will use.

Inputs: godot_executable.

godot_edit_primitive_meshC

Modify the PrimitiveMesh resource attached to an existing MeshInstance3D by changing its mesh type and/or one or more mesh parameters.

Inputs: project_path (required), scene_path (required), node_path (required), mesh_type, +2 more.

godot_edit_sceneA

Modify an existing node in a saved scene by updating its transform, renaming it, reparenting it, or deleting it.

Inputs: project_path (required), scene_path (required), node_path, transform, +4 more.

godot_get_node_propertiesB

Return the current property list and serialized values for a specific node in a saved scene.

Inputs: project_path (required), scene_path (required), node_path, godot_executable.

godot_get_node_transformB

Read the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes.

Inputs: project_path (required), scene_path (required), node_path, godot_executable.

godot_get_project_structureC

Return a nested folder/file view of a Godot project or one of its subfolders.

Inputs: project_path (required), folder_path, max_depth, include_hidden.

godot_get_scene_treeB

Inspect a saved scene and return its node hierarchy plus parent/child relationships.

Inputs: project_path (required), scene_path (required), godot_executable.

godot_list_resourcesB

List saved scripts, shaders, scenes, and textures in a Godot project or one of its subfolders.

Inputs: project_path (required), folder_path.

godot_run_projectC

Run a Godot project using its current main scene.

Inputs: project_path (required), headless, godot_executable.

godot_run_sceneC

Run a specific Godot scene from an existing project.

Inputs: project_path (required), scene_path (required), headless, godot_executable.

godot_run_with_captureA

Run a Godot project or a specific scene for a short capture window and return stdout, stderr, log output, plus parsed warnings and errors.

Inputs: project_path (required), scene_path, headless, capture_seconds, +2 more.

godot_screenshotA

Run a Godot project or specific scene for a short duration, keep the last rendered frame, and return the screenshot path.

Inputs: project_path (required), scene_path, capture_seconds, fps, +1 more.

godot_search_docsB

Search the exact local Godot docs for the installed engine version, including class, method, property, signal, and constant docs.

Inputs: query, class_name, member_name, member_type, +3 more.

godot_start_projectB

Start Godot's editor for an existing project, optionally opening a specific scene in the editor.

Inputs: project_path (required), scene_path, godot_executable.

godot_update_node_transformB

Update the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes.

Inputs: project_path (required), scene_path (required), transform (required), node_path, +1 more.

godot_update_project_settingsC

Update one or more ProjectSettings values and save them back to the Godot project through Godot itself.

Inputs: project_path (required), settings (required), godot_executable.

godot_validate_sceneA

Dry-run load a saved scene resource and report whether Godot can parse it successfully, without running the scene.

Inputs: project_path (required), scene_path (required), godot_executable.

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

Loading tool schema changelog…

    TDQS

    A3.5/5.0

    Scored across 24 tools

    Disambiguation4/5

    Most tools have clearly distinct purposes with minimal overlap, though some pairs like godot_run_project/godot_run_scene and godot_get_node_transform/godot_update_node_transform could potentially cause confusion if not carefully read. The descriptions generally clarify the differences, such as project-wide vs. scene-specific execution and read vs. write operations for transforms.

    Naming Consistency5/5

    All tools follow a consistent 'godot_verb_noun' snake_case pattern throughout, making them predictable and easy to parse. The verb choices are appropriate and uniform across the set, such as 'create', 'get', 'update', 'run', and 'list'.

    Tool Count3/5

    With 24 tools, the count feels heavy for a single domain like Godot project management, bordering on excessive. While many tools are justified for specific operations, the high number may overwhelm agents and could potentially be streamlined or grouped more efficiently.

    Completeness5/5

    The toolset provides comprehensive coverage for Godot project workflows, including project/scene creation, editing, inspection, execution, debugging, and documentation. It supports full CRUD/lifecycle operations for nodes, scenes, and resources, with no obvious gaps that would hinder agent tasks.

    Maintenance

    ActivityInactive
    ResponsivenessNo recent community issues

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