Godot MCP Extended
The Godot MCP Extended server provides AI agents with comprehensive tools to interact with the Godot game engine across 157 tools, covering project management, scene authoring, inspection, editing, validation, and automated testing.
Launch & Editor Control
Launch the Godot editor, run/debug projects (optionally a specific scene), capture output/errors, stop execution, and get the installed Godot version.
Project Analysis & Configuration
List projects, get project info/metadata, browse the filesystem, read/write project settings, set the main scene, manage autoloads and input actions, analyze export presets, and export projects.
Scene Inspection
Get the full node tree as JSON, read node properties (overrides or all values), list external dependencies, detect broken/missing references, circular dependencies, unused resources, and analyze scene complexity and signal flow.
Scene & Node Editing
Create, save, and variant scenes; add, delete, rename, duplicate, reparent, and reorder nodes; set single or multiple properties; manage groups; find nodes by type, group, or pattern; instance other scenes as children.
Scripting & Signals
Create, read, edit, and compile-check GDScript files; attach scripts to nodes; connect/disconnect signals; list all signal connections in a scene.
Resource Management
Create, edit, and read properties of generic resource files (.tres/.res); manage materials and shader resources.
Advanced Authoring
Animation: Create animations with value-track keyframes, manage AnimationPlayers and AnimationTrees (state machines, blend trees, transitions, parameters).
Audio: Configure audio bus layouts, add effects, and set up audio players.
Shaders, Themes & UI: Create/edit shaders, assign materials and parameters; create/edit themes (colors, fonts, styleboxes); set up UI controls with anchor presets.
Particles: Create and configure particle systems with materials, gradients, and presets.
Physics: Set up physics bodies, collision shapes, raycasts, and physics/collision layers.
Navigation & 3D: Set up navigation regions/agents, bake navigation meshes; add mesh instances, lighting, environment, cameras, and GridMaps.
TileMap: Set, fill, get, and clear cells; retrieve TileMap info (supports TileMapLayer and legacy TileMap).
Batch & Performance Operations
Execute multiple operations (scene building, property setting, etc.) through a single Godot process boot for significant speed improvements.
Automated Testing & Validation
Validate scenes headless for loading issues; run end-to-end scene tests with input simulation, frame advancement, signal watching, and assertions (property values, node existence, group membership, method return values, etc.); execute GUT/GdUnit4 test suites with auto-detected framework; capture scene screenshots (experimental).
UID Management (Godot 4.4+)
Get UIDs for files, resolve UIDs to/from project paths, and update UID references across the project by resaving resources.
Provides tools for launching the Godot editor, running projects, capturing debug output, controlling execution, and managing scenes, scripts, resources, and project settings. Enables AI agents to inspect, edit, validate, and test Godot projects headlessly.
Click on "Install 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 ExtendedAdd a Sprite2D node to the main scene"
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 Extended
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|__/ |__/ \______/ |__/A Model Context Protocol (MCP) server for interacting with the Godot game engine.
Introduction
Godot MCP enables AI agents to launch the Godot editor, run projects, capture debug output, and control project execution. This direct feedback loop helps agents understand what works and what doesn't in real Godot projects, leading to better code generation and debugging assistance.
This project (
godot-mcp-extended) builds on the original godot-mcp by Solomon Elias (MIT), adding a full inspect → edit → validate → e2e loop plus broad scene/resource authoring across animation, audio, shaders, UI/theme, particles, physics, navigation and 3D (157 tools total).
Related MCP server: Godot MCP
Features
Launch Godot Editor: Open the Godot editor for a specific project
Run Godot Projects: Execute Godot projects in debug mode
Capture Debug Output: Retrieve console output and error messages
Control Execution: Start and stop Godot projects programmatically
Get Godot Version: Retrieve the installed Godot version
List Godot Projects: Find Godot projects in a specified directory
Project Analysis: Get detailed information about project structure
Scene Management:
Create new scenes with specified root node types
Add nodes to existing scenes with customizable properties
Load sprites and textures into Sprite2D nodes
Export 3D scenes as MeshLibrary resources for GridMap
Save scenes with options for creating variants
UID Management (for Godot 4.4+):
Get UID for specific files
Update UID references by resaving resources
Extended toolset
The server exposes a full inspect → mutate → validate loop so an agent can edit scenes deliberately instead of creating them blind. All operations run headless and report structured JSON results with authoritative exit-code error handling.
📖
docs/TOOLS.mdis the complete per-tool reference — every tool, with its parameters (type, required/optional) and description, grouped by domain. The lists below are a curated overview.
Scene inspection (READ):
get_scene_tree— full node tree of a scene as JSON (names, types, paths, scripts, groups)get_node_properties— read a node's properties (overridesoreffectivemode)get_scene_dependencies— list external resources a scene references and whether each existsdescribe_class— ClassDB introspection (parent, properties, methods, signals) to discover valid nameslist_scripts/read_script— enumerate and read GDScript files
Diagnostics (VALIDATE):
check_script— parse/compile-check a script via--check-onlywithout running the gamevalidate_scene— verify a scene loads/instantiates and report missing dependenciesrun_and_capture_errors— run for a bounded time and return structured script errors/warnings
Node editing (EDIT):
set_node_property— set a property on an existing node (auto-coerces[x,y]→Vector2, colors, enums,res://→resource)delete_node,rename_node,reparent_node,duplicate_nodeadd_to_group/remove_from_group
Behavior wiring (BEHAVIOR):
create_script/attach_script— create a.gdfile and attach it to a nodeconnect_signal/disconnect_signal/list_connections— manage persisted signal connectionsinstance_scene— compose scenes by instancing one into another (serialized as a true instance)
Project configuration (PROJECT):
get_project_setting/set_project_setting/set_main_scenelist_autoloads/add_autoload/remove_autoloadadd_input_action/remove_input_actioncreate_resource/edit_resource/get_resource_properties
Performance — single-boot multi-op: every tool normally spawns a fresh headless Godot (~1–3s boot), so a scene built from ~20 calls pays ~20 cold boots. These collapse that into one process (~15–30× faster):
batch— run an array of{operation, params}through one Godot process; returns per-opok/result, stops at the first failure unlessstopOnError: falsebuild_scene— construct a whole scene tree from a nested spec (type/instance,name,script,properties,groups,children, plussignals[]) and save onceset_node_properties— set many properties on a node in one load/save
Discovery & diagnostics:
find_nodes— search a scene by type (inheritance-aware), group, and/or wildcard name patternlist_classes— list ClassDB classes, filtered by substring and/or base classpath_to_uid— resolve a file to itsuid://(reverse ofget_uid)find_broken_references— scan scenes/resources for references to files that no longer existreorder_node— move a node among its siblings (draw/child order)
Animation & build:
create_animation— author a value-trackAnimationon anAnimationPlayer(keyframes from JSON)export_project— export via a configured preset (--export-release/--export-debug) to complete the build pipeline
Authoring & analysis toolset
Beyond the core loop above, the server covers most day-to-day scene/resource authoring and project analysis — every tool runs headless and returns structured JSON.
Project & filesystem analysis (READ-only):
get_filesystem_tree,search_files,search_in_files,get_project_statisticsget_scene_file_content,read_resource,get_project_settings,get_input_actionsfind_script_references,find_node_references,find_unused_resources,detect_circular_dependenciesanalyze_scene_complexity,analyze_signal_flow,find_signal_connectionsget_scene_exports,get_node_groups,find_nodes_by_type,find_nodes_in_grouplist_export_presets,get_export_info,get_android_preset_info
TileMap (
TileMapLayer+ legacyTileMap):tilemap_set_cell,tilemap_fill_rect,tilemap_get_cell,tilemap_clear,tilemap_get_info,tilemap_get_used_cells
Animation & AnimationTree:
list_animations,add_animation_track,set_animation_keyframe,get_animation_info,remove_animationcreate_animation_tree,get_animation_tree_structure,add_state_machine_state/remove_state_machine_state,add_state_machine_transition/remove_state_machine_transition,set_blend_tree_node,set_tree_parameter
Audio (project bus layout + scene players):
add_audio_bus,set_audio_bus,add_audio_bus_effect,get_audio_bus_layout,add_audio_player,get_audio_info
Shaders, Themes & UI:
create_shader,read_shader,edit_shader,assign_shader_material,set_shader_param,get_shader_paramscreate_theme,set_theme_color,set_theme_constant,set_theme_font_size,set_theme_stylebox,get_theme_info,setup_control
Particles:
create_particles,set_particle_material,set_particle_color_gradient,apply_particle_preset,get_particle_info
Physics:
setup_physics_body,setup_collision,add_raycast,set_physics_layers,get_physics_layers,get_collision_info
Navigation & 3D:
setup_navigation_region,bake_navigation_mesh,setup_navigation_agent,set_navigation_layers,get_navigation_infoadd_mesh_instance,set_material_3d,setup_lighting,setup_environment,setup_camera_3d,add_gridmap
More node / script / batch authoring:
move_node,update_property,add_resource,set_anchor_preset,set_node_groupsbatch_add_nodes,batch_set_property,cross_scene_set_propertyedit_script,validate_script,set_input_action,add_scene_instance,delete_sceneuid_to_project_path,project_path_to_uid
Deferred capabilities. Tools that need a running game or a live editor (input simulation, running-game inspection, editor screenshots, runtime test scenarios, device deploy) can't run in this headless model. They're catalogued — with per-tool contracts and a proposed opt-in bridge design — in
docs/live-editor-bridge.md.
Automated e2e / UAT
The missing runtime half of the loop: don't just check that a scene loads — verify the game behaves correctly. Godot's headless mode runs the full game loop (_process/_physics_process tick, signals fire, physics simulates), so these run real behavioral tests with no rendering.
run_scene_test— boots a scene headless, runs a scenario of steps (drive input, advance frames, call methods, watch signals) and assertions (property values, node existence, group membership, signal counts, method return values, node counts), and returns per-assertion pass/fail.run_tests— runs an existing GUT or GdUnit4 suite headless and returns the pass/fail summary (auto-detected from project addons).capture_scene_screenshot— experimental visual UAT: renders a scene to a PNG (needs a GPU/display; falls back gracefully in pure-headless CI).
Example scenario — verify the player moves right when the input is held:
{
"projectPath": "/path/to/project",
"scenePath": "player.tscn",
"timeoutSeconds": 8,
"steps": [
{ "action": "assert_node_exists", "node": "AnimatedSprite2D", "exists": true },
{ "action": "press_action", "name": "move_right" },
{ "action": "wait_frames", "frames": 20 },
{ "action": "release_action", "name": "move_right" },
{ "action": "assert_property", "node": "", "property": "position", "op": ">", "value": { "x": 0 } }
]
}Returns: { "passed": 2, "failed": 0, "all_passed": true, "results": [...] }.
Requirements
Godot Engine installed on your system
Node.js (>=18.0.0) and npm
An AI agent that supports MCP
Install
This server is distributed via GitHub (not npm). Clone and build it once:
git clone https://github.com/ibnutoriq/godot-mcp-extended.git
cd godot-mcp-extended
npm install
npm run buildThis produces build/index.js. Note the absolute path to that file — your MCP client points at it. Get it with:
echo "$(pwd)/build/index.js"No-clone alternative: any
node /path/to/build/index.jscommand below can be replaced withnpx -y github:ibnutoriq/godot-mcp-extended, which fetches and builds the repo on first run. Slower to start, but nothing to clone.
Quick Start
Claude Code
claude mcp add godot -- node /absolute/path/to/godot-mcp-extended/build/index.jsThat's it. Restart Claude Code and your Godot MCP tools are available.
With environment variables (Godot path is auto-detected; set it only if needed):
claude mcp add godot -e GODOT_PATH=/path/to/godot -- node /absolute/path/to/godot-mcp-extended/build/index.jsOr without cloning:
claude mcp add godot -- npx -y github:ibnutoriq/godot-mcp-extendedAdd to your Cline MCP settings file (~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json):
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp-extended/build/index.js"],
"env": {
"GODOT_PATH": "/path/to/godot"
},
"disabled": false,
"autoApprove": [
"get_scene_tree",
"get_node_properties",
"describe_class",
"get_godot_version",
"list_projects",
"get_project_info",
"check_script",
"validate_scene"
]
}
}
}
autoApprovelists the read-only tools that won't prompt for confirmation. Add any of the other tool names you want to run without a prompt.
Using the Cursor UI:
Go to Cursor Settings > Features > MCP
Click on the + Add New MCP Server button
Fill out the form:
Name:
godotType:
commandCommand:
node /absolute/path/to/godot-mcp-extended/build/index.js
Click "Add"
You may need to press the refresh button in the top right corner of the MCP server card to populate the tool list
Using Project-Specific Configuration:
Create a file at .cursor/mcp.json in your project directory:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp-extended/build/index.js"],
"env": {
"GODOT_PATH": "/path/to/godot"
}
}
}
}For any MCP-compatible client, use this configuration:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp-extended/build/index.js"],
"env": {
"GODOT_PATH": "/path/to/godot"
}
}
}
}Prefer no clone? Use "command": "npx" with "args": ["-y", "github:ibnutoriq/godot-mcp-extended"] instead.
Environment Variables
Variable | Description |
| Path to the Godot executable (overrides automatic detection) |
| Set to |
Architecture
The Godot MCP server uses a bundled GDScript approach for complex operations:
Direct Commands: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.
Bundled Operations Script: Complex operations like creating scenes or adding nodes use a single, comprehensive GDScript file (
godot_operations.gd) that handles all operations.
The bundled script accepts operation type and parameters as JSON, allowing for flexible and dynamic operation execution without generating temporary files for each operation.
Development & tests
An end-to-end test harness spins up the compiled server over stdio against a throwaway Godot project and exercises a representative slice of the toolset (scene construction, batched edits, inspection, validation, animation, diagnostics, and path-traversal rejection). Each assertion runs a real headless Godot process.
npm test # builds, then runs test/integration.test.mjs
# or, with an explicit binary:
GODOT_PATH=/path/to/godot npm testCI (.github/workflows/ci.yml) runs the same suite on every push/PR across multiple Godot 4.x versions, guarding all tools against engine version bumps.
Troubleshooting
Godot Not Found: Set the
GODOT_PATHenvironment variable to your Godot executable pathConnection Issues: Ensure the server is running and restart your AI assistant
Invalid Project Path: Ensure the path points to a directory containing a
project.godotfileBuild Issues: Make sure all dependencies are installed by running
npm install
Ensure the MCP server shows up and is enabled in Cursor settings (Settings > MCP)
MCP tools can only be run using the Agent chat profile (Cursor Pro or Business subscription)
Use "Yolo Mode" to automatically run MCP tool requests
Credits
godot-mcp-extended is maintained by Ibnu Toriq. It is based on the original godot-mcp by Solomon Elias, used under the MIT License. Thanks to the original author for the foundation this builds on.
License
This project is licensed under the MIT License - see the LICENSE file for details.
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
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