Godot MCP
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- AlicenseBqualityBmaintenanceEnables AI assistants to automate Godot 4 projects via headless tooling, live editor control, and runtime remote control, including scene building, testing, and observation.431MIT
- AlicenseBqualityCmaintenanceEnables AI assistants to automate the Godot Engine editor, including scene authoring, node transforms, tilemap editing, animation, shaders, and live GDScript execution via MCP.10022MIT
- AlicenseCqualityBmaintenanceEnables AI assistants to interact with the Godot Engine editor and projects, including scene editing, script management, physics queries, and asset operations.1261MIT
- AlicenseAqualityCmaintenanceConnects AI assistants to the live Godot 4 editor so they can build scenes, scripts, resources and animations, run the game, simulate input, capture screenshots and playtest scenarios, and diagnose runtime errors. Every edit flows through undoable changesets that can be diffed, approved, checkpointed or discarded.291MIT
- AlicenseNot gradedqualityAmaintenanceEnables AI assistants to build, run, and debug Godot projects by editing scenes and scripts, inspecting live game state, injecting input, capturing viewports, and examining native debugger state through 42 tools.European Union Public 1.2
- 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
TDQS
Scored across 46 tools
Most tools target clearly separate Godot subsystems (nodes, scenes, scripts, materials, tilemaps, etc.), so an agent can usually pick correctly. However, there is noticeable overlap: editor_state duplicates editor_manage(op='state'), scene_get_hierarchy overlaps with scene_manage/resource forms, node_get_properties overlaps with node_manage reads, and generic resource_manage overlaps specialized tools like material_manage and theme_manage.
The names are consistently snake_case with a domain-first pattern, mostly domain_manage for grouped operations and domain_action for single-purpose tools. Minor deviations exist, such as editor_state, logs_read, editor_reload_plugin, scene_get_hierarchy, and project_run, but they remain readable and predictable.
With 46 top-level tools, the set is heavy for an MCP server even though Godot is a broad engine. While many tools are multi-op managers that consolidate related actions, the sheer number of top-level entries increases selection burden and exceeds the range where a tool set typically stays well-scoped.
The surface covers an impressive range of Godot editor workflows: scene/node editing, scripts, resources, materials, animations, UI, tilemaps, gridmaps, CSG, particles, audio, cameras, input, project settings, runtime game inspection, tests, and filesystem access. There are minor gaps such as resource deletion, animation trees/state machines, and some advanced resource workflows, but nothing that blocks typical editor automation.