Godot MCP
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- AlicenseAqualityCmaintenanceEnables AI agents to launch and control the Godot game engine, run projects, capture debug output, and manage scenes and project configurations.14194 npmMIT
- AlicenseBqualityCmaintenanceEnables AI assistants to interact with the Godot game engine, including launching the editor, running projects, capturing debug output, and managing scenes.8474 PyPI1MIT
- AlicenseAqualityDmaintenanceEnables 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.18194 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.14194 npm1-
- 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.14194 npmMIT
- AlicenseBqualityBmaintenanceEnables AI agents to interact with the Godot game engine by launching the editor, running projects, capturing debug output, inspecting and editing scenes, running tests, and observing runtime behavior for an iterative game-making loop.32MIT
TDQS
Scored across 65 tools
Most tools have distinct purposes, but several clusters overlap heavily: run_project, run_scene, start_debug_session, run_playtest, and capture_scene_screenshot all relate to executing or observing a running project. Scene-editing tools such as modify_scene overlap with add_node, duplicate_node, instance_scene, and set_node_properties, so an agent must rely on detailed descriptions to avoid misselection.
Tool names consistently use snake_case with predictable verb_noun phrasing, such as get_project_info, set_project_setting, remove_input_action, and capture_screenshot. The convention is applied throughout the large surface.
With 65 tools, the surface is extremely large even for a broad Godot editor automation server. The count exceeds the typical 25+ threshold by a wide margin and likely creates cognitive overhead and selection risk.
The tool set covers a very broad Godot lifecycle: project and editor control, scene and resource editing, settings, input actions, autoloads, plugins, annotations, runtime debugging, playtests, tests, screenshots, and export. Minor caveats exist around script authoring and C# validation, but the surface is unusually comprehensive.