Godot MCP Server
Allows AI assistants to create and manage Godot projects, launch the editor, run projects, manipulate scenes and nodes, and read/write files.
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 Server create a new 3D project called 'MyGame'"
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 Server (GMS)
A basic Model Context Protocol (MCP) server for the Godot game engine that enables AI assistants to interact with and manipulate Godot projects. This server, in general, uses the Godot command line to work with projects, so no Godot plugins are needed.
Table of Contents
Related MCP server: Godot MCP
Overview
The GMS provides a bridge between AI assistants (like Claude) and the Godot game engine. It allows AI models to:
Create and manage Godot projects
Launch the Godot editor
Run Godot projects
Manipulate scenes and nodes
Read and write files
This server implements the Model Context Protocol (MCP), which standardizes how AI assistants interact with external tools and services.
Setup
Prerequisites
Node.js (v14 or higher)
Godot Engine (v4.x recommended)
Installation
Clone this repository:
git clone https://github.com/matula/godot-mcp-server.git cd godot-mcp-serverInstall dependencies:
npm installBuild the project:
npm run build
Configuration
The server will automatically try to locate your Godot command line executable. If it can't find it, you can set the GODOT_PATH environment variable to the path of your Godot executable:
export GODOT_PATH=/path/to/your/godotOn different platforms, the server looks for Godot in these default locations:
macOS:
/Applications/Godot.app/Contents/MacOS/Godot/Applications/Godot_4.app/Contents/MacOS/Godot/Applications/Godot_4.2.app/Contents/MacOS/Godot
Linux:
/usr/bin/godot/usr/local/bin/godot
Windows:
C:\Program Files\Godot\Godot.exeC:\Program Files (x86)\Godot\Godot.exe
Usage
Starting the Server
npm startOr in development mode:
npm run devUsing with MCP Inspector
You can test the server with the MCP Inspector:
npm run inspectorUsing with Claude Desktop
You can integrate the GMS with Claude Desktop by adding it to the Claude Desktop configuration:
Locate the Claude Desktop configuration file:
Generally on macOS:
/Users/{username}/Library/Application Support/Claude/claude_desktop_config.json
Add the following configuration to the file:
{
"mcpServers": {
"godot-mcp": {
"command": "node",
"args": ["{full path to mcp}/godot-mcp-server/build/index.js"],
"env": {
"MCP_TRANSPORT": "stdio"
}
}
}
}Notes:
If the configuration file already contains an
mcpServersobject, add thegodot-mcpentry to the existing object.Replace
{full path to mcp}with the actual path to where you cloned the repository.You may need to use the complete path to the
nodeexecutable if it's not in your system PATH.
Available Tools
The GMS provides the following tools:
Godot Tools
godot_version: Get the installed Godot version
launch_editor: Launch the Godot editor for a project
list_projects: List Godot projects in a directory
create_project: Create a new Godot project (3D, 2D, or empty)
run_project: Run a Godot project
stop_project: Stop a running project
get_debug_output: Get debug output from a running project
get_scene_tree: Get the scene tree from a project
create_scene: Create a new scene in a project
add_node: Add a node to a scene
File Tools
write_file: Write content to a file
read_file: Read content from a file
Architecture
The GMS is built with a modular architecture:
MCP Server Core: Uses the
@modelcontextprotocol/sdkto create a server that communicates with AI assistants.Tools Registration: Tools are registered with the MCP server to expose functionality to AI assistants.
Godot Integration: The server interacts with Godot in three main ways:
Commands: Direct execution of Godot commands via command-line interface
Operations: Complex operations executed through GDScript
Utilities: Helper functions for finding Godot, running commands, etc.
File Operations: Basic file I/O operations to read and write files.
How It Works
The server starts and registers all available tools with the MCP framework.
It connects to the standard input/output for communication with AI assistants.
When a tool is invoked:
For simple commands, it executes Godot with appropriate command-line arguments
For complex operations, it creates a temporary GDScript file and executes it with Godot
The results are returned to the AI assistant in a structured format
Development
Project Structure
src/index.ts: Main entry pointsrc/godot/commands.ts: Basic Godot commandssrc/godot/operations.ts: Complex Godot operations using GDScriptsrc/tools/godot-tools.ts: MCP tool definitions for Godotsrc/tools/file-tools.ts: MCP tool definitions for file operationssrc/utils/godot-utils.ts: Utility functions for Godot integration
Building
npm run buildExample using Claude Desktop - Mac
In the tools, you should see the active MCP:

Here's an example prompt:

If you're interested, here's the full code that was created with that prompt. I tried to run it and there were errors, but it looks fixable.
License
ISC License
Available Tools
12 toolsadd_nodeD
Inputs: nodeName (required), nodeType (required), parentPath (required), projectPath (required).
create_projectD
Inputs: projectName (required), parentDirectory (required), template.
create_sceneD
Inputs: sceneName (required), projectPath (required), nodeType.
get_debug_outputD
Inputs: no named parameters.
get_scene_treeD
Inputs: projectPath (required).
godot_versionD
Inputs: no named parameters.
launch_editorD
Inputs: projectPath (required).
list_projectsD
Inputs: directoryPath (required).
read_fileD
Inputs: filePath (required).
run_projectD
Inputs: projectPath (required).
stop_projectD
Inputs: no named parameters.
write_fileD
Inputs: content (required), filePath (required).
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 12 tools
Each tool targets a distinct action (e.g., project management, scene editing, file I/O) with unique names, making confusion unlikely despite missing descriptions.
All tool names follow a consistent verb_noun snake_case pattern (e.g., list_projects, create_scene, write_file), ensuring predictability.
12 tools cover a broad range of Godot interactions (project, editor, scene, debug, file) without being excessive or trivial.
Core workflows are covered, but missing operations like remove_node or update project limit some lifecycle completeness.
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