Godot MCP Flash
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- AlicenseAqualityDmaintenanceEnables AI agents to launch, edit, debug, and test Godot game projects with comprehensive scene and script manipulation tools.501MIT
- 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
- AlicenseCqualityCmaintenanceEnables AI agents to interact with the Godot game engine, including project inspection, scene/script parsing, headless exports, runtime control with live scene-tree inspection and evaluation, and API documentation search.100857 npm5MIT
- AlicenseNot gradedqualityBmaintenanceEnables AI agents to inspect, author, debug, simulate, and visually verify Godot 4.x projects through standard MCP tools, including scene editing, runtime control, and viewport capture.169 npm4MIT
- 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
- AlicenseAqualityDmaintenanceEnables AI agents to create, edit, and run Godot 4.5+ games by providing tools for project scaffolding, scene manipulation, and engine interaction. It supports full game development workflows including node editing, script attachment, and project execution with debugging capabilities.245MIT
TDQS
Scored across 22 tools
Several near-overlapping pairs exist: get_debug_output/view_log both retrieve process output, run_project/run_scene and capture_screenshot/capture_scene_screenshot are similar paired operations, though descriptions mostly clarify the differences. get_node_insights is also misleading since it analyzes .gd script files, not scene-tree nodes, even though the description does clarify this.
All 22 tools follow a consistent snake_case verb_noun pattern (launch_editor, run_project, list_projects, capture_scene_screenshot) with no mixed conventions, vague single-word verbs, or stylistic deviations. Compound forms like update_project_uids and get_godot_version remain within the same predictable pattern.
At 22 tools, this sits in the heavy range, and several are ultra-specific (export_mesh_library, load_sprite, update_project_uids) that feel like edge-case additions rather than core workflow tools. However, the server does span project management, scene editing, debugging, and screenshot capture, so most tools have a legitimate place.
Project discovery, launching, running, debugging, and screenshot verification are well covered, but scene editing has dead ends: create_scene/add_node/save_scene exist with no remove_node or delete_scene counterpart. There is also no script creation or editing despite get_node_insights providing deep GDScript analysis, leaving the authoring surface one-directional.