Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| PYTHONPATH | No | The search path for Python modules, typically pointing to the 'src' directory of the godot-mcp repository when running from source. | |
| GODOT_EXECUTABLE | No | Path to the Godot executable (e.g., /usr/local/bin/godot4). This can be set globally to be used by all tools if not specified in individual calls. |
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {} |
| resources | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| godot_detect_executable | Resolve the Godot 4.5+ executable that this MCP server will use. |
| godot_create_project | Create a new Godot project, create common folders, and set the project display name. |
| godot_create_folder | Create a safe project-relative folder inside an existing Godot project. |
| godot_get_project_structure | Return a nested folder/file view of a Godot project or one of its subfolders. |
| godot_list_resources | List saved scripts, shaders, scenes, and textures in a Godot project or one of its subfolders. |
| godot_start_project | Start Godot's editor for an existing project, optionally opening a specific scene in the editor. |
| godot_run_project | Run a Godot project using its current main scene. |
| godot_create_scene | Create and save a new scene with a normalized Godot-style filename and root node name. |
| godot_create_shader | Create a |
| godot_update_project_settings | Update one or more ProjectSettings values and save them back to the Godot project through Godot itself. |
| godot_attach_script | Attach a GDScript file to a specific node in a saved scene, creating the script file first when needed. |
| godot_get_scene_tree | Inspect a saved scene and return its node hierarchy plus parent/child relationships. |
| godot_validate_scene | Dry-run load a saved scene resource and report whether Godot can parse it successfully, without running the scene. |
| godot_add_node | Add a new node of any instantiable Godot node type to an existing saved scene. |
| godot_add_primitive_mesh | Add a MeshInstance3D with a built-in PrimitiveMesh resource such as BoxMesh, CylinderMesh, SphereMesh, CapsuleMesh, PlaneMesh, PrismMesh, QuadMesh, or TorusMesh. |
| godot_edit_primitive_mesh | Modify the PrimitiveMesh resource attached to an existing MeshInstance3D by changing its mesh type and/or one or more mesh parameters. |
| godot_edit_scene | Modify an existing node in a saved scene by updating its transform, renaming it, reparenting it, or deleting it. |
| godot_get_node_properties | Return the current property list and serialized values for a specific node in a saved scene. |
| godot_get_node_transform | Read the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes. |
| godot_update_node_transform | Update the transform section of a specific node in a saved scene. Currently supports Node2D, Node3D, and Control nodes. |
| godot_search_docs | Search the exact local Godot docs for the installed engine version, including class, method, property, signal, and constant docs. |
| godot_run_scene | Run a specific Godot scene from an existing project. |
| godot_run_with_capture | Run a Godot project or a specific scene for a short capture window and return stdout, stderr, log output, plus parsed warnings and errors. |
| godot_screenshot | Run a Godot project or specific scene for a short duration, keep the last rendered frame, and return the screenshot path. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| Godot Tool Catalog | Machine-readable catalog of all Godot MCP tools, descriptions, and input schemas. |
| Godot Server Guide | High-level usage guide and recommended workflow for this Godot MCP server. |