Godot MCP
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- AlicenseBqualityCmaintenanceEnables AI assistants to interact with the Godot game engine, including launching the editor, running projects, capturing debug output, and managing scenes.8444 PyPI1MIT
- AlicenseAqualityFmaintenanceEnables AI assistants to interact with the Godot game engine by launching the editor, running projects, capturing debug output, managing scenes and nodes, and controlling project execution through a standardized interface.18228 npm11MIT
- AlicenseBqualityNot gradedmaintenanceEnables AI assistants to interact with the Godot game engine by launching the editor, running projects, capturing debug output, managing scenes and nodes, and controlling project execution through a standardized interface.14228 npm1-
- AlicenseAqualityCmaintenanceEnables AI agents to launch and control the Godot game engine, run projects, capture debug output, and manage scenes and project configurations.14228 npmMIT
- AlicenseAqualityDmaintenanceEnables AI agents to launch, edit, debug, and test Godot game projects with comprehensive scene and script manipulation tools.501MIT
- AlicenseBqualityCmaintenanceEnables AI assistants to launch and control the Godot editor, run projects, capture debug output, inspect project structure, and manage scenes, nodes, and UIDs through MCP tools. It provides a direct feedback loop for debugging and code generation in Godot projects.14228 npmMIT
TDQS
Scored across 14 tools
Each tool targets a distinct action (launch, run, stop, get, create, add, load, export, save, update) on a specific resource (editor, project, scene, node, sprite, UID). Minor overlap between run_project and get_debug_output is resolved by descriptions. No two tools appear to do the same thing.
All 14 tools use snake_case with a clear verb_noun pattern (e.g., launch_editor, get_project_info, create_scene). No mixing of conventions or vague names. The naming is highly predictable.
14 tools is well within the typical 3-15 range and each tool covers a distinct functional area (editor control, project management, scene editing, UID handling). No tool feels redundant or out of scope.
The toolset covers scene creation, node addition, sprite loading, saving, and UID management, but lacks tools for reading scene structure, removing nodes, updating node properties, or deleting scenes. Project creation and settings modification are also absent. These gaps prevent full CRUD lifecycle support for scene editing.