godot-mcp
Related Servers
Alternatives to godot-mcp
No user-submitted related servers found.
Related Servers
- AlicenseAqualityAmaintenanceEnables AI agents to read and edit Godot 4.x scenes and resources, introspect the class API, run the game in a managed headless process with frame stepping, input injection and screenshots, validate scripts, and diagnose code via a built-in GDScript LSP plus a bridge to an already open editor.23MIT
- AlicenseNot gradedqualityAmaintenanceEnables AI agents to inspect, edit, and run Godot 4 projects — scenes, nodes, signals, resources, animations, tile maps, audio buses, visual shaders, project settings, input actions, and exports — with GDScript language-server diagnostics, offline class reference, live in-game debugging, and GUT/GdUnit4 test runs. It works through a live editor bridge so every edit can be undone with Ctrl+Z, and falls back to headless execution when the editor is closed.MIT
- AlicenseBqualityCmaintenanceEnables AI clients to inspect Godot 4 project settings, create GDScript and .tscn scene files, and optionally communicate with the Godot editor to open or run scenes and capture 2D or 3D viewport screenshots.101MIT
- AlicenseNot gradedqualityBmaintenanceEnables compatible AI clients to query and edit game projects through native editor APIs, covering scenes, nodes, components, properties, assets, prefabs, preview, logs, and builds.1MIT
- AlicenseCqualityBmaintenanceEnables AI assistants to interact with the Godot Engine editor and projects, including scene editing, script management, physics queries, and asset operations.1261MIT
- AlicenseBqualityBmaintenanceEnables AI agents to inspect, modify, run, and debug Godot projects, including scene and script analysis, editor and project management, and visual verification through screenshots.227 npm14MIT
TDQS
Scored across 20 tools
File-based and editor-prefixed tools form two clearly separated groups, and parallel operations like add_node vs editor_add_node are distinguished by both naming and explicit live/undo behavior. Even similar returns like read_scene and editor_get_scene_tree are unambiguous because their sources (disk vs open editor tab) are clearly stated.
Most tools follow a consistent verb_noun or editor_verb_noun pattern, and the editor_ prefix is applied uniformly across live-editor operations. Minor inconsistencies exist in retrieval verbs (list/read/get) and in set_node_properties vs editor_set_properties, but the overall pattern remains predictable.
With 20 tools, the set sits at the heavy end of the range, largely because file-based operations and live-editor operations duplicate each other. Each tool does have a distinct purpose, but the count feels borderline for a single MCP server.
The toolset covers the core Godot workflow well: listing/reading/creating scenes, editing nodes and scripts, headless runs, and live editor control. Minor gaps such as deleting scene files, moving nodes, or deleting/renaming scripts are workable around rather than blocking.