Godot AI
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- AlicenseBqualityCmaintenanceConnects MCP-capable AI clients to a running Godot 4 editor for scene, node, project, and debug runtime operations via a local-first architecture.361MIT
- AlicenseBqualityCmaintenanceEnables AI assistants to automate the Godot Engine editor, including scene authoring, node transforms, tilemap editing, animation, shaders, and live GDScript execution via MCP.10028MIT
- FlicenseAqualityAmaintenanceMCP server that connects AI coding assistants to a live Godot editor, enabling scene, node, script, resource, runtime, debugger, and test workflows through natural language.45-
- AlicenseCqualityCmaintenanceEnables AI-driven game development by providing MCP tools to interact with the Godot editor, including scene editing, node manipulation, script attachment, and scene execution.287 npmMIT
- AlicenseNot gradedqualityBmaintenanceProvides a secure, authenticated MCP bridge to control a local Godot editor from Cursor, enabling scene/node management, script validation, editor diagnostics, and runtime inspection through a whitelisted set of tools.MIT
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TDQS
Scored across 47 tools
Many tools target clearly distinct Godot domains, but several paired tools blur boundaries: editor_state duplicates editor_manage(op="state"), scene_get_hierarchy overlaps node_manage get_children and game_manage get_scene_tree across editor/runtime, animation_create overlaps animation_manage clip creation, and test_run/test_manage are two halves of the same workflow. Descriptions help, but the 47-tool surface creates real misselection risk.
All names are snake_case and readable, but they mix several conventions: many domain_manage wrappers (audio_manage, node_manage, resource_manage) alongside dedicated verb_noun tools (node_create, script_patch, scene_open) and noun-only tools (editor_state, test_run, batch_execute). The pattern is understandable but not a single predictable convention.
47 tools is well beyond the typical 3-15 range and past the 25+ threshold where the surface becomes heavy. Godot is a broad domain and the *_manage wrappers consolidate many operations, but the overall tool count still imposes a high selection cost.
The surface covers an unusually broad Godot editor workflow: scenes, nodes, scripts, resources, filesystem, animation, audio, tilemap/gridmap, materials/shaders, particles, cameras, UI/theme, runtime game inspection and input, tests, logs, sessions, and batch execution. Minor gaps remain, such as broader TileSet terrain/collision/animation configuration and project export, but core CRUD and lifecycle paths are largely present.