godot-mcp
The godot-mcp server is a comprehensive MCP server that gives AI assistants full control over the Godot game engine, exposing 157 operations across 19 tools spanning project management, scene editing, runtime interaction, and more.
Core & Project Management
Launch the editor, run/stop projects, capture debug output, get Godot version, list projects
Create new projects (including .NET/C#), manage project settings, autoloads, input maps, export presets, plugins, layer definitions, and main scene
Scene & File System
Create, load, read, modify, and save scenes; add/remove/reparent nodes; attach scripts; manage scene signals
Read/write/delete/rename files, create directories, manage resources (
.tres/.res), shaders, themes, and translations
GDScript Validation
Validate single or batch GDScript files for syntax/type errors headlessly (no running game needed)
Runtime Game Control
Execute arbitrary GDScript code (
game_eval), pause/unpause, wait frames, take screenshotsMonitor performance (FPS, memory, draw calls), capture errors/logs, serialize/deserialize node tree state
Node Manipulation
Get/set properties, call methods, introspect nodes, instantiate/remove/reparent nodes
Spawn nodes, manage groups, create timers, attach/detach scripts, set process modes
Input Simulation
Simulate mouse clicks, keyboard holds/releases, scrolling, drag, gamepad, and touch/gesture events
Query input state and manage runtime InputMap actions
Signal System
Connect, disconnect, emit, list, and await signals on nodes at runtime
Animation & Tweening
Control AnimationPlayer (play/stop/pause/seek/queue), tween properties with easing
Create animations with tracks/keyframes, control AnimationTree state machines, manage skeleton bone poses and SkeletonIK3D
Camera & Viewport
Query/move 2D/3D cameras, configure DOF and exposure, create/configure SubViewports
Physics & Navigation
Perform 2D/3D raycasts, add collision shapes, configure physics body properties (mass, velocity, damping, friction)
Create physics joints, query area/shape intersections, bake and query navigation paths
2D Rendering
Manage CanvasLayers, draw 2D geometry (lines, rects, circles, polygons, text)
Configure 2D lights/occluders, parallax backgrounds, Line2D/Polygon2D, Path2D, and TileMapLayer cells
3D Rendering & Geometry
CSG nodes with boolean ops, MultiMeshInstance3D, procedural meshes, 3D lights, MeshInstance3D, GridMaps
ReflectionProbes, Decals, FogVolumes, VoxelGI, LightmapGI, Path3D, Sky/environment settings
Set shader parameters, configure GPU particles, draw debug geometry, manage render settings (MSAA, FXAA, TAA)
Audio
Get bus layout, play/stop/pause audio streams, set bus volume/mute/solo
Add/remove/configure audio bus effects, manage spatial audio properties
UI Controls
Apply theme overrides, manage LineEdit/TextEdit/RichTextLabel text, show/hide popups
Interact with Tree, ItemList, OptionButton, TabContainer, PopupMenu, MenuBar, range widgets (Slider, SpinBox, ProgressBar, ColorPicker)
Networking
HTTP GET/POST/PUT/DELETE requests, WebSocket client connections, ENet multiplayer server/client setup, and RPC method calls
System & Window
Get/set window size, fullscreen, title, position; query OS/screen/memory info
Manage Engine time scale, world settings (gravity, physics FPS), locale, and video settings
Provides full control over the Godot game engine, enabling AI assistants to manage projects, scenes, nodes, scripts, animation, audio, physics, input, and more.
Allows creating and managing .NET/C# Godot projects and scripts, including scaffolding and generating C# scripts.
Click on "Install 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-mcpadd a Camera2D node to the current scene"
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 - Full Control
A comprehensive Model Context Protocol (MCP) server that gives AI assistants full control over the Godot game engine. It exposes 157 operations spanning networking, 3D/2D rendering, UI controls, audio effects, animation trees, file I/O, runtime code execution, property inspection, scene manipulation, signal management, physics, project creation, and more.
Acknowledgments
This project is built upon and extends godot-mcp by Solomon Elias (Coding-Solo). The original project provided the foundational architecture including the TypeScript MCP server, headless GDScript operations system, and TCP-based runtime interaction server. Thank you for making this possible with your excellent open-source work!
Related MCP server: Godot MCP
What's New (Improvements Over Original)
The original godot-mcp provided 20 tools for basic project management and scene creation. This fork extends that capability set to 157 operations, now exposed through a compact public tool tree:
New in 3.1
validate_scriptautoload resolution - Script validation now compiles the target through aSceneTreeat_initialize()(after project autoloads are registered) instead of--check-onlyat_init(). References to autoload singletons no longer produce falseIdentifier not founderrors, while real syntax/type errors are still caught. Verified building a full game whose scripts reference several autoloads.manage_input_mapevent merging - Adding a second key to an existing input action now merges it into that action'seventsarray (withphysical_keycodede-duplication) instead of writing a duplicateactionname=line, which previously leftproject.godotmalformed and silently dropped earlier bindings.
New in 3.0
.NET / C# support - Scaffold C# projects and generate C# scripts (
create_projectwithdotnet: true,create_csharp_script); the.csprojSDK version is matched to your installed Godot.GDScript diagnostics - Validate scripts for syntax and type errors without running the game (
validate_script, andvalidate_scriptsfor all git-changed or project-wide files).Correctness and robustness fixes across the headless scene operations and the runtime interaction server (resource-typed properties now persist, reparenting works, runtime commands are correlated by request id, and the operations survive projects with warnings-as-errors). Requires Godot 4.4 or later; tested and working with the latest Godot 4.7.
Runtime Code Execution
game_eval- Execute arbitrary GDScript code in the running game with return valuesFull
awaitsupport for async GDScript codeWorks even when the game is paused (
PROCESS_MODE_ALWAYS)
Runtime Node Inspection & Manipulation
game_get_property/game_set_property- Read/write any property on any node by pathgame_call_method- Call any method on any node with argumentsgame_get_node_info- Full node introspection: properties, signals, methods, childrengame_instantiate_scene- Dynamically add scenes to the running gamegame_remove_node- Remove nodes at runtimegame_change_scene- Switch scenes at runtimegame_reparent_node- Move nodes between parents
Signal System
game_connect_signal- Wire up signal connections at runtimegame_disconnect_signal- Remove signal connectionsgame_emit_signal- Emit signals with arguments
Animation & Tweening
game_play_animation- Control AnimationPlayer (play, stop, pause, list)game_tween_property- Smooth property animation with configurable easing
Game Control & Debugging
game_pause- Pause/unpause the gamegame_performance- FPS, frame time, memory, object counts, draw callsgame_wait- Wait N frames (timing-sensitive operations)game_get_nodes_in_group- Query nodes by groupgame_find_nodes_by_class- Find all nodes of a specific class
Headless Scene Operations (No Running Game Needed)
read_scene- Parse any .tscn file and get full node tree with properties as JSONmodify_scene_node- Change node properties in scene filesremove_scene_node- Remove nodes from scene filesattach_script- Attach GDScript files to nodes in scenescreate_resource- Create .tres resource files (materials, themes, etc.)
Project Management
read_project_settings- Parse project.godot as structured JSONmodify_project_settings- Change project settings programmaticallylist_project_files- List and filter project files by extension
File I/O
read_file/write_file/delete_file- Full file system access within Godot projectscreate_directory- Create directory structures for scripts, scenes, assets
Error & Log Capture
game_get_errors- Get new push_error/push_warning messages since last callgame_get_logs- Get new print output from the running game since last call
Enhanced Input
game_key_hold/game_key_release- Hold keys down for movement testing (WASD etc.)game_scroll- Mouse scroll wheel eventsgame_mouse_drag- Drag between two points over multiple framesgame_gamepad- Gamepad button and axis input events
Project Creation & Configuration
create_project- Create a new Godot project from scratch (passdotnet: trueto scaffold a .NET/C# project)create_csharp_script- Create a C# script in a Godot .NET projectmanage_autoloads- Add, remove, or list autoloadsmanage_input_map- Add, remove, or list input actions and key bindingsmanage_export_presets- Create or modify export preset configuration
.NET / C# Support
create_projectwithdotnet: true- Scaffold a Godot .NET project (.csprojwithGodot.NET.Sdkmatched to your Godot version, plus the"C#"feature flag)create_csharp_script- Generate an idiomatic C# script (partial class, correct_Ready/_Processoverride signatures); the class name is kept in sync with the file name so Godot can attach itget_project_inforeports anisDotnetfield
GDScript Diagnostics
validate_script- Check a single GDScript file for syntax and type errors headlessly, returning{ valid, errors: [{ message, file, line }] }validate_scripts- Batch-validate all git-changed.gdfiles (or the whole project), so an agent can verify its edits before running the game
Camera, Physics & Audio
game_get_camera/game_set_camera- Query and control 2D/3D camerasgame_raycast- Cast physics rays (auto-detects 2D vs 3D)game_get_audio- Get audio bus layout and playing streamsgame_spawn_node- Create any node type at runtime with propertiesgame_set_shader_param- Set shader parameters on materialsgame_audio_play/game_audio_bus- Full audio playback and bus controlgame_navigate_path- Query navigation paths (2D/3D)game_tilemap- Get/set TileMapLayer cellsgame_add_collision- Add collision shapes to physics bodiesgame_environment- Configure post-processing (fog, glow, SSAO, tonemap, etc.)game_manage_group- Add/remove nodes from groupsgame_create_timer- Create timer nodes programmaticallygame_set_particles- Configure GPUParticles2D/3D properties and process materialsgame_create_animation- Create animations with value/method/bezier/audio tracks and keyframesexport_project- Trigger headless project export builds (CI/CD ready)game_serialize_state- Save/load entire node tree state as JSONgame_physics_body- Configure mass, velocity, damping, friction, bouncegame_create_joint- Create physics joints (pin, spring, hinge, cone, slider)game_bone_pose- Get/set skeleton bone poses for character animationgame_ui_theme- Apply color, constant, and font size theme overridesgame_viewport- Create/configure SubViewport nodesgame_debug_draw- Draw debug geometry (lines, spheres, boxes)
Networking
game_http_request- HTTP GET/POST/PUT/DELETE with headers and bodygame_websocket- WebSocket client connect/disconnect/send messagesgame_multiplayer- ENet multiplayer create server/client/disconnectgame_rpc- Call or configure RPC methods on nodes
System & Window Control
game_script- Attach, detach, or get source of node scripts at runtimegame_window- Get/set window size, fullscreen, title, positiongame_os_info- Get platform, locale, screen, adapter, memory infogame_time_scale- Get/set Engine.time_scale and timing infogame_process_mode- Set node process mode (pausable/always/disabled)game_world_settings- Get/set gravity, physics FPS, and world settings
Advanced Signals & Input
game_list_signals- List all signals on a node with connectionsgame_await_signal- Await a signal with timeout and return argsgame_touch- Simulate touch press/release/drag and gesturesgame_input_state- Query pressed keys, mouse position, connected padsgame_input_action- Manage runtime InputMap actions and strength
3D Rendering & Geometry
game_csg- Create/configure CSG nodes with boolean operationsgame_multimesh- Create/configure MultiMeshInstance3D for instancinggame_procedural_mesh- Generate meshes via ArrayMesh from vertex datagame_light_3d- Create/configure 3D lights (directional/omni/spot)game_mesh_instance- Create MeshInstance3D with primitive meshesgame_gridmap- GridMap set/get/clear cells and query used cellsgame_3d_effects- Create ReflectionProbe, Decal, or FogVolumegame_gi- Create/configure VoxelGI or LightmapGIgame_path_3d- Create Path3D/Curve3D and manage curve pointsgame_sky- Create/configure Sky with procedural/physical skygame_camera_attributes- Configure DOF, exposure, auto-exposure on cameragame_navigation_3d- Create/configure NavigationRegion3D and bakegame_physics_3d- Area3D queries and point/shape intersection tests
2D Systems
game_canvas- Create/configure CanvasLayer and CanvasModulategame_canvas_draw- 2D drawing: line/rect/circle/polygon/text/cleargame_light_2d- Create/configure 2D lights and light occludersgame_parallax- Create/configure ParallaxBackground and layersgame_shape_2d- Line2D/Polygon2D point manipulationgame_path_2d- Path2D/Curve2D management and AnimatedSprite2Dgame_physics_2d- Area2D queries and 2D point/shape intersections
Advanced Animation
game_animation_tree- AnimationTree state machine travel and paramsgame_animation_control- AnimationPlayer seek/queue/speed/info controlgame_skeleton_ik- SkeletonIK3D start/stop/set target position
Advanced Audio
game_audio_effect- Add/remove/configure audio bus effectsgame_audio_bus_layout- Create/remove/reorder audio buses and routinggame_audio_spatial- Configure AudioStreamPlayer3D spatial properties
Editor & Project Tools
rename_file- Rename or move a file within the projectmanage_resource- Read or modify .tres/.res resource filescreate_script- Create a GDScript file from a templatevalidate_script- Check a GDScript file for syntax/type errors headlessly (no run needed)validate_scripts- Batch-check GDScript files: git-changed ones by default, or allmanage_scene_signals- List/add/remove signal connections in .tscn filesmanage_layers- List/set named layer definitions in projectmanage_plugins- List/enable/disable editor pluginsmanage_shader- Create or read .gdshader filesmanage_theme_resource- Create/read/modify Theme .tres resourcesset_main_scene- Set the main scene in project.godotmanage_scene_structure- Rename/duplicate/move nodes within .tscn scenesmanage_translations- List/add/remove translation files in projectgame_locale- Set/get locale and translate strings at runtime
UI Controls
game_ui_control- Set focus, anchors, tooltip, mouse filter on Controlgame_ui_text- LineEdit/TextEdit/RichTextLabel text operationsgame_ui_popup- Show/hide/popup for Popup/Dialog/Window nodesgame_ui_tree- Tree control: get/select/collapse/add/remove itemsgame_ui_item_list- ItemList/OptionButton: get/select/add/remove itemsgame_ui_tabs- TabContainer/TabBar: get/set current tabgame_ui_menu- PopupMenu/MenuBar: add/remove/get menu itemsgame_ui_range- ProgressBar/Slider/SpinBox/ColorPicker get/set
Rendering & Resources
game_render_settings- Get/set MSAA, FXAA, TAA, scaling mode/scalegame_resource- Runtime resource load, save, or preload
Robustness Improvements
Reentrancy guard - Prevents concurrent command processing during async operations
Full type conversion - Supports Vector2/3, Color, Quaternion, Basis, Transform2D/3D, AABB, Rect2, and all packed array types
Smart property type detection - Uses node's
get_property_list()for automatic type conversionPackedArray serialization - Proper JSON arrays instead of string fallback
Graceful error handling - Scene read fallback to raw .tscn text on missing dependencies
Public tool tree
To avoid overwhelming MCP clients and agents with 157 top-level tools, the server now exposes 19 public tools:
godot_cataloglists the tree, or returns operation descriptions and input schemas for one requested domain.Eighteen
<domain>_managetools accept{ "op": "<operation>", "params": { ... } }.
Start by calling godot_catalog. Then call the matching branch. For example, the former top-level call:
validate_script({ "projectPath": "C:/games/my-game", "scriptPath": "res://player.gd" })becomes a call to validation_manage with these arguments:
{
"op": "validate_script",
"params": {
"projectPath": "C:/games/my-game",
"scriptPath": "res://player.gd"
}
}The branches are: core, project, scene, filesystem, validation, runtime, node, input, signal, animation, camera, physics, render_2d, render_3d, audio, ui, network, and system. The 157 operation names below remain the compatibility reference; they are values of op, not MCP tool names.
All 157 operations
Project Management (7 operations)
Operation | Description |
| Launch Godot editor for a project |
| Run a Godot project and capture output |
| Stop the running project |
| Get console output and errors |
| Get installed Godot version |
| Find Godot projects in a directory |
| Get project metadata |
Scene Management (7 operations)
Operation | Description |
| Create a new scene with a root node type |
| Add a node to an existing scene |
| Load a texture into a Sprite2D node |
| Export a scene as MeshLibrary |
| Save a scene (with optional variant path) |
| Get UID for a file (Godot 4.4+) |
| Resave resources to update UIDs |
Headless Scene Operations (5 operations)
Operation | Description |
| Read full scene tree as JSON |
| Modify node properties in a scene file |
| Remove a node from a scene file |
| Attach a GDScript to a scene node |
| Create a .tres resource file |
Project Settings (3 operations)
Operation | Description |
| Parse project.godot as JSON |
| Change a project setting |
| List/filter project files |
Runtime Input (4 operations)
Operation | Description |
| Capture a screenshot (base64 PNG) |
| Click at a position |
| Send key press or input action |
| Move the mouse |
Runtime Inspection (3 operations)
Operation | Description |
| Get all visible UI elements |
| Get full scene tree structure |
| Detailed node introspection |
Runtime Code Execution (1 operation)
Operation | Description |
| Execute arbitrary GDScript with return values |
Runtime Node Manipulation (7 operations)
Operation | Description |
| Get any node property |
| Set any node property (auto type conversion) |
| Call any method on a node |
| Add a PackedScene to the running tree |
| Remove a node from the tree |
| Switch to a different scene |
| Move a node to a new parent |
Runtime Signals (5 operations)
Operation | Description |
| Connect a signal to a method |
| Disconnect a signal |
| Emit a signal with arguments |
| List all signals on a node with connections |
| Await a signal with timeout and return args |
Runtime Animation (2 operations)
Operation | Description |
| Control AnimationPlayer |
| Tween a property with easing |
Runtime Utilities (5 operations)
Operation | Description |
| Pause/unpause the game |
| Get FPS, memory, draw calls |
| Wait N frames |
| Query nodes by group |
| Find nodes by class type |
File I/O (4 operations)
Operation | Description |
| Read a text file from a Godot project |
| Create or overwrite a text file |
| Delete a file from a project |
| Create a directory inside a project |
Error & Log Capture (2 operations)
Operation | Description |
| Get new errors/warnings since last call |
| Get new print output since last call |
Enhanced Input (8 operations)
Operation | Description |
| Hold a key down (no auto-release) |
| Release a held key |
| Mouse scroll wheel event |
| Drag between two points over N frames |
| Gamepad button or axis input |
| Simulate touch press/release/drag and gestures |
| Query pressed keys, mouse position, connected pads |
| Manage runtime InputMap actions and strength |
Project Creation (5 operations)
Operation | Description |
| Create a new Godot project (supports |
| Create a C# script in a Godot .NET project |
| Add, remove, or list autoloads |
| Add, remove, or list input actions |
| Create or modify export presets |
Advanced Runtime (24 operations)
Operation | Description |
| Get active camera position/rotation/zoom |
| Move or rotate the active camera |
| Cast a ray and return collision results |
| Get audio bus layout and playing streams |
| Create a new node of any type at runtime |
| Set a shader parameter on a node's material |
| Play, stop, or pause an AudioStreamPlayer node |
| Set volume, mute, or solo on an audio bus |
| Query a navigation path between two points |
| Get or set cells in a TileMapLayer node |
| Add a collision shape to a physics body node |
| Get or set environment and post-processing settings |
| Add or remove a node from a group, or list groups |
| Create a Timer node with configuration |
| Configure GPUParticles2D/3D node properties |
| Create an animation with tracks and keyframes |
| Save or load node tree state as JSON |
| Configure physics body properties (mass, velocity) |
| Create a physics joint between two bodies |
| Get or set bone poses on a Skeleton3D node |
| Apply theme overrides to a Control node |
| Create or configure a SubViewport node |
| Draw debug lines, spheres, or boxes in 3D |
Build & Export (1 operation)
Operation | Description |
| Export a Godot project using a preset |
Networking (4 operations)
Operation | Description |
| HTTP GET/POST/PUT/DELETE with headers and body |
| WebSocket client connect/disconnect/send messages |
| ENet multiplayer create server/client/disconnect |
| Call or configure RPC methods on nodes |
System & Window (6 operations)
Operation | Description |
| Attach, detach, or get source of node scripts |
| Get/set window size, fullscreen, title, position |
| Get platform, locale, screen, adapter, memory info |
| Get/set Engine.time_scale and timing info |
| Set node process mode (pausable/always/disabled) |
| Get/set gravity, physics FPS, and world settings |
3D Rendering & Geometry (13 operations)
Operation | Description |
| Create/configure CSG nodes with boolean operations |
| Create/configure MultiMeshInstance3D for instancing |
| Generate meshes via ArrayMesh from vertex data |
| Create/configure 3D lights (directional/omni/spot) |
| Create MeshInstance3D with primitive meshes |
| GridMap set/get/clear cells and query used cells |
| Create ReflectionProbe, Decal, or FogVolume |
| Create/configure VoxelGI or LightmapGI |
| Create Path3D/Curve3D and manage curve points |
| Create/configure Sky with procedural/physical sky |
| Configure DOF, exposure, auto-exposure on camera |
| Create/configure NavigationRegion3D and bake |
| Area3D queries and point/shape intersection tests |
2D Systems (7 operations)
Operation | Description |
| Create/configure CanvasLayer and CanvasModulate |
| 2D drawing: line/rect/circle/polygon/text/clear |
| Create/configure 2D lights and light occluders |
| Create/configure ParallaxBackground and layers |
| Line2D/Polygon2D point manipulation |
| Path2D/Curve2D management and AnimatedSprite2D |
| Area2D queries and 2D point/shape intersections |
Advanced Animation (3 operations)
Operation | Description |
| AnimationTree state machine travel and params |
| AnimationPlayer seek/queue/speed/info control |
| SkeletonIK3D start/stop/set target position |
Advanced Audio (3 operations)
Operation | Description |
| Add/remove/configure audio bus effects |
| Create/remove/reorder audio buses and routing |
| Configure AudioStreamPlayer3D spatial properties |
Editor & Project Operations (14 operations)
Operation | Description |
| Rename or move a file within the project |
| Read or modify .tres/.res resource files |
| Create a GDScript file from a template |
| Check a GDScript file for syntax/type errors (headless) |
| Batch-check GDScript files (git-changed by default, or all) |
| List/add/remove signal connections in .tscn files |
| List/set named layer definitions in project |
| List/enable/disable editor plugins |
| Create or read .gdshader files |
| Create/read/modify Theme .tres resources |
| Set the main scene in project.godot |
| Rename/duplicate/move nodes within .tscn scenes |
| List/add/remove translation files in project |
| Set/get locale and translate strings at runtime |
UI Controls (8 operations)
Operation | Description |
| Set focus, anchors, tooltip, mouse filter on Control |
| LineEdit/TextEdit/RichTextLabel text operations |
| Show/hide/popup for Popup/Dialog/Window nodes |
| Tree control: get/select/collapse/add/remove items |
| ItemList/OptionButton: get/select/add/remove items |
| TabContainer/TabBar: get/set current tab |
| PopupMenu/MenuBar: add/remove/get menu items |
| ProgressBar/Slider/SpinBox/ColorPicker get/set |
Rendering & Resources (2 operations)
Operation | Description |
| Get/set MSAA, FXAA, TAA, scaling mode/scale |
| Runtime resource load, save, or preload |
Requirements
Godot Engine 4.4 or later (the headless operations script and UID features require 4.4+); tested and working with the latest Godot 4.7
(Optional) .NET SDK 8.0+ and the Godot .NET (C#) build, only if you use
create_project'sdotnet: trueflag orcreate_csharp_scriptNode.js >= 18.0.0
An AI assistant that supports MCP (Claude Code, Cline, Cursor, etc.)
Installation
git clone https://github.com/XOVIET-GAME/godot-mcp.git
cd godot-mcp
npm install
npm run buildConfiguration
Claude Code
Add to your Claude Code MCP settings:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp/build/index.js"],
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
}
}
}Cline (VS Code)
Add to your Cline MCP settings (cline_mcp_settings.json):
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp/build/index.js"],
"disabled": false
}
}
}Cursor
Create .cursor/mcp.json in your project:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp/build/index.js"]
}
}
}Runtime Operations Setup
To use the game_* runtime operations, your Godot project needs the MCP interaction server autoload. Copy build/scripts/mcp_interaction_server.gd to your project and register it as an autoload:
Copy
build/scripts/mcp_interaction_server.gdto your project's scripts folderIn Godot: Project > Project Settings > Autoload
Add the script with the name
McpInteractionServer
The server listens on 127.0.0.1:9090 and accepts JSON commands over TCP when the game is running.
Environment Variables
Variable | Description |
| Path to the Godot executable (overrides auto-detection) |
| Set to |
| Optional. Restrict |
Architecture
The server uses two communication channels:
Headless CLI - For operations that don't need a running game (scene reading, modification, resource creation). Runs Godot with
--headless --script godot_operations.gd <operation> <json_params>.TCP Socket - For runtime interaction with a running game. The
mcp_interaction_server.gdautoload listens on port 9090 and processes JSON commands sent by the TypeScript MCP server.
Source layout
Path | Description |
| MCP server, public tool tree, operation schemas, and handlers |
| Pure utility functions (parameter mapping, validation, error helpers) |
| Headless GDScript operations runner |
| TCP interaction server autoload |
| Vitest test suite |
Testing
The project uses Vitest with 455 tests across 5 files:
File | Tests | What it covers |
| 31 | Parameter mappings, normalization, path validation, error responses, version detection |
| 167 | All 157 operations mapped once, 19 public tools, schemas valid |
| 225 | Game command arg transforms, required-param validation, headless op path checks, source structure |
| 20 | .NET feature flag, .csproj generation, C# script template generation, identifier validation |
| 12 | GDScript diagnostic parsing + git-changed file collection |
npm test # run once
npm run test:watch # watch modeExample Prompts
"Run my Godot project and check for errors"
"Eval this in my running game: return get_tree().current_scene.name"
"Get the player's position in the running game"
"Set the player's health to 100"
"Read the test_level.tscn scene and show me the node tree"
"Change the player's speed property in the player.tscn scene file"
"List all .gd files in my project"
"Connect the enemy's 'died' signal to the game manager's 'on_enemy_died' method"
"Tween the camera's position to (0, 10, -5) over 2 seconds with ease-out"
"Get performance metrics - what's my FPS and draw call count?"
"Pause the game and take a screenshot"
"Find all CharacterBody3D nodes in the scene"
"Create a new Godot project called 'MyGame' and write a player script"
"Create a new C# (.NET) Godot project and add a CharacterBody2D script"
"Validate player.gd for errors"
"Check all my changed GDScript files for syntax errors before I run the game"
"Hold down the W key for 2 seconds to test walking"
"Cast a ray from the player downward to check for ground"
"Get the camera position and move it to look at the player"
"Show me the latest error messages from the running game"License
This project is licensed under the MIT License - see the LICENSE file for details.
Credits
Original project: godot-mcp by Solomon Elias (Coding-Solo) - provided the foundational MCP server architecture, headless operations system, and TCP interaction framework
Extended by: Tugcan Topaloglu - extended to 157 operations covering networking, 3D/2D rendering, UI controls, audio effects, animation trees, file I/O, runtime code execution, node manipulation, signals, project creation, camera control, physics, and comprehensive type conversion
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
Latest Blog Posts
- Your AI Chatbot Just Exposed Your CEO's Salary to an InternBy Om-Shree-0709 on .Agent IdentityMCP SecurityOAuth Delegation
- Why MCP Servers Need Execution Sandboxing (And Why Your Current Stack Isn't Enough)By Om-Shree-0709 on .Agentic AiPrompt InjectionWebAssembly
MCP directory API
We provide all the information about MCP servers via our MCP API.
curl -X GET 'https://glama.ai/api/mcp/v1/servers/XOVIET-GAME/godot-mcp'
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