godot-mcp
Provides tools for interacting with the Godot game engine, including launching the editor, running and stopping projects, capturing debug output, retrieving Godot version, listing projects, analyzing project structure, managing scenes and nodes, loading sprites, exporting mesh libraries, and managing UIDs.
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 run my project and capture debug output"
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
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|__/ |__/ \______/ |__/A Model Context Protocol (MCP) server for interacting with the Godot game engine.
Introduction
Godot MCP enables AI agents to launch the Godot editor, run projects, capture debug output, and control project execution. This direct feedback loop helps agents understand what works and what doesn't in real Godot projects, leading to better code generation and debugging assistance.
Related MCP server: Godot MCP
Features
Launch Godot Editor: Open the 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 installed on your system
Node.js (>=18.0.0) and npm
An AI agent that supports MCP
Quick Start
Claude Code
claude mcp add godot -- npx @coding-solo/godot-mcpThat's it. Restart Claude Code and your Godot MCP tools are available.
With environment variables:
claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @coding-solo/godot-mcpCline
Add to your Cline MCP settings file:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@coding-solo/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"
]
}
}
}Cursor
Using the Cursor UI:
Go to Cursor Settings > Features > MCP
Click on the + Add New MCP Server button
Fill out the form:
Name:
godotType:
commandCommand:
npx @coding-solo/godot-mcp
Click "Add"
You may need to press the refresh button in the top right corner of the MCP server card to populate the tool list
Using Project-Specific Configuration:
Create a file at .cursor/mcp.json in your project directory:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@coding-solo/godot-mcp"],
"env": {
"DEBUG": "true"
}
}
}
}Other MCP Clients
For any MCP-compatible client, use this configuration:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@coding-solo/godot-mcp"],
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
}
}
}Environment Variables
Variable | Description |
| Path to the Godot executable (overrides automatic detection) |
| Set to |
Building from Source
git clone https://github.com/Coding-Solo/godot-mcp.git
cd godot-mcp
npm install
npm run buildThen point your MCP client to build/index.js instead of using npx.
Architecture
The Godot MCP server uses a bundled GDScript approach for complex operations:
Direct Commands: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.
Bundled Operations Script: Complex operations like creating scenes or adding nodes use a single, comprehensive GDScript file (
godot_operations.gd) that handles all operations.
The bundled script accepts operation type and parameters as JSON, allowing for flexible and dynamic operation execution without generating temporary files for each operation.
Troubleshooting
Godot Not Found: Set the
GODOT_PATHenvironment variable to your Godot executable pathConnection Issues: Ensure the server is running and restart your AI assistant
Invalid Project Path: Ensure the path points to a directory containing a
project.godotfileBuild Issues: Make sure all dependencies are installed by running
npm install
Cursor-Specific Issues
Ensure the MCP server shows up and is enabled in Cursor settings (Settings > MCP)
MCP tools can only be run using the Agent chat profile (Cursor Pro or Business subscription)
Use "Yolo Mode" to automatically run MCP tool requests
License
This project is licensed under the MIT License - see the LICENSE file for details.
Available Tools
14 toolsadd_nodeB
Add a node to an existing scene
Inputs: nodeName (required), nodeType (required), scenePath (required), projectPath (required), +2 more.
create_sceneA
Create a new Godot scene file
Inputs: scenePath (required), projectPath (required), rootNodeType.
export_mesh_libraryB
Export a scene as a MeshLibrary resource
Inputs: scenePath (required), outputPath (required), projectPath (required), meshItemNames.
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_project_infoB
Retrieve metadata about a Godot project
Inputs: projectPath (required).
get_uidB
Get the UID for a specific file in a Godot project (for Godot 4.4+)
Inputs: filePath (required), projectPath (required).
launch_editorC
Launch Godot editor for a specific project
Inputs: projectPath (required).
list_projectsA
List Godot projects in a directory
Inputs: directory (required), recursive.
load_spriteC
Load a sprite into a Sprite2D node
Inputs: nodePath (required), scenePath (required), projectPath (required), texturePath (required).
run_projectC
Run the Godot project and capture output
Inputs: projectPath (required), scene.
save_sceneC
Save changes to a scene file
Inputs: scenePath (required), projectPath (required), newPath.
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).
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 14 tools
Each tool has a distinct purpose: scene management, project control, UID handling, and version checks are clearly separated. No overlapping or ambiguous tool names.
All tools follow a consistent snake_case verb-noun pattern (e.g., add_node, get_uid, create_scene), making them predictable and easy to understand.
14 tools is well within the typical 3-15 range and covers a reasonable breadth of Godot editor functionality without being overwhelming or sparse.
The toolset covers core project management, scene editing, and resource operations. Missing advanced editing (e.g., property modification or node deletion) but sufficient for common workflows.
Maintenance
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