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Godot MCP Extended

Made with Godot

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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.md is 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 (overrides or effective mode)

    • get_scene_dependencies — list external resources a scene references and whether each exists

    • describe_class — ClassDB introspection (parent, properties, methods, signals) to discover valid names

    • list_scripts / read_script — enumerate and read GDScript files

  • Diagnostics (VALIDATE):

    • check_script — parse/compile-check a script via --check-only without running the game

    • validate_scene — verify a scene loads/instantiates and report missing dependencies

    • run_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_node

    • add_to_group / remove_from_group

  • Behavior wiring (BEHAVIOR):

    • create_script / attach_script — create a .gd file and attach it to a node

    • connect_signal / disconnect_signal / list_connections — manage persisted signal connections

    • instance_scene — compose scenes by instancing one into another (serialized as a true instance)

  • Project configuration (PROJECT):

    • get_project_setting / set_project_setting / set_main_scene

    • list_autoloads / add_autoload / remove_autoload

    • add_input_action / remove_input_action

    • create_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-op ok/result, stops at the first failure unless stopOnError: false

    • build_scene — construct a whole scene tree from a nested spec (type/instance, name, script, properties, groups, children, plus signals[]) and save once

    • set_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 pattern

    • list_classes — list ClassDB classes, filtered by substring and/or base class

    • path_to_uid — resolve a file to its uid:// (reverse of get_uid)

    • find_broken_references — scan scenes/resources for references to files that no longer exist

    • reorder_node — move a node among its siblings (draw/child order)

  • Animation & build:

    • create_animation — author a value-track Animation on an AnimationPlayer (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_statistics

    • get_scene_file_content, read_resource, get_project_settings, get_input_actions

    • find_script_references, find_node_references, find_unused_resources, detect_circular_dependencies

    • analyze_scene_complexity, analyze_signal_flow, find_signal_connections

    • get_scene_exports, get_node_groups, find_nodes_by_type, find_nodes_in_group

    • list_export_presets, get_export_info, get_android_preset_info

  • TileMap (TileMapLayer + legacy TileMap):

    • 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_animation

    • create_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_params

    • create_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_info

    • add_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_groups

    • batch_add_nodes, batch_set_property, cross_scene_set_property

    • edit_script, validate_script, set_input_action, add_scene_instance, delete_scene

    • uid_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 build

This 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.js command below can be replaced with npx -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.js

That'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.js

Or without cloning:

claude mcp add godot -- npx -y github:ibnutoriq/godot-mcp-extended

Add 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"
      ]
    }
  }
}

autoApprove lists 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:

  1. Go to Cursor Settings > Features > MCP

  2. Click on the + Add New MCP Server button

  3. Fill out the form:

    • Name: godot

    • Type: command

    • Command: node /absolute/path/to/godot-mcp-extended/build/index.js

  4. Click "Add"

  5. 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

GODOT_PATH

Path to the Godot executable (overrides automatic detection)

DEBUG

Set to "true" to enable detailed server-side debug logging

Architecture

The Godot MCP server uses a bundled GDScript approach for complex operations:

  1. Direct Commands: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.

  2. 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 test

CI (.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_PATH environment variable to your Godot executable path

  • Connection Issues: Ensure the server is running and restart your AI assistant

  • Invalid Project Path: Ensure the path points to a directory containing a project.godot file

  • Build 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.

Available Tools

50 tools
add_autoloadB

Add (or update) an autoload singleton

Inputs: projectPath (required), autoloadName (required), path (required), enabled.

add_input_actionA

Add or extend an input map action with events. Each event: {type:"key", key:"Space"} | {type:"mouse_button", button_index:1} | {type:"joypad_button", button_index:0} | {type:"joypad_motion", axis:0, axis_value:1.0}.

Inputs: projectPath (required), action (required), events (required), deadzone, +1 more.

add_nodeB

Add a node to an existing scene

Inputs: projectPath (required), scenePath (required), nodeType (required), nodeName (required), +2 more.

add_to_groupB

Add a node to a group (persistent, saved in the scene)

Inputs: projectPath (required), scenePath (required), nodePath (required), group (required).

attach_scriptC

Attach an existing script to a node in a scene

Inputs: projectPath (required), scenePath (required), nodePath (required), scriptPath (required).

capture_scene_screenshotA

EXPERIMENTAL visual UAT: boot a scene with a rendering driver and save a PNG screenshot. Requires a GPU/display or a software rasterizer; may fail in pure-headless CI. Returns the image.

Inputs: projectPath (required), scenePath (required), outputPath, waitFrames, +2 more.

check_scriptA

Parse/compile-check a GDScript file using Godot --check-only. Returns parse errors/warnings without running the game.

Inputs: projectPath (required), scriptPath (required).

connect_signalB

Persist a signal connection from one node to a method on another node in the same scene

Inputs: projectPath (required), scenePath (required), fromNode (required), signalName (required), +2 more.

create_resourceB

Create a new .tres/.res resource of a given class with optional properties (e.g. StandardMaterial3D, custom Resource)

Inputs: projectPath (required), resourcePath (required), resourceClass (required), properties.

create_sceneA

Create a new Godot scene file

Inputs: projectPath (required), scenePath (required), rootNodeType.

create_scriptA

Create a new GDScript file. Optionally specify extends, class_name, and body.

Inputs: projectPath (required), scriptPath (required), extends, className, +2 more.

delete_nodeB

Delete a node (and its descendants) from a scene

Inputs: projectPath (required), scenePath (required), nodePath (required).

describe_classA

Introspect a Godot built-in class via ClassDB: its parent, properties, methods, and signals. Use to discover valid property/signal names before editing.

Inputs: projectPath (required), className (required).

disconnect_signalB

Remove a stored signal connection from a scene

Inputs: projectPath (required), scenePath (required), fromNode (required), signalName (required), +2 more.

duplicate_nodeB

Duplicate a node subtree within a scene

Inputs: projectPath (required), scenePath (required), nodePath (required), newName.

edit_resourceB

Edit properties of an existing resource file

Inputs: projectPath (required), resourcePath (required), properties (required).

export_mesh_libraryB

Export a scene as a MeshLibrary resource

Inputs: projectPath (required), scenePath (required), outputPath (required), meshItemNames.

get_debug_outputB

Get the current debug output and errors

Inputs: no named parameters.

get_godot_versionA

Get the installed Godot version

Inputs: no named parameters.

get_node_propertiesA

Read the properties of a single node in a scene. mode "overrides" returns only non-default values, "effective" returns all stored values.

Inputs: projectPath (required), scenePath (required), nodePath (required), mode.

get_project_infoB

Retrieve metadata about a Godot project

Inputs: projectPath (required).

get_project_settingB

Read a project setting from project.godot

Inputs: projectPath (required), setting (required).

get_resource_propertiesA

Read the stored properties of a resource file as JSON

Inputs: projectPath (required), resourcePath (required).

get_scene_dependenciesA

List the external resources (scripts, textures, instanced scenes) a scene references, and whether each exists

Inputs: projectPath (required), scenePath (required).

get_scene_treeA

Inspect a scene: returns its full node tree (names, types, paths, scripts, groups) as JSON

Inputs: projectPath (required), scenePath (required).

get_uidB

Get the UID for a specific file in a Godot project (for Godot 4.4+)

Inputs: projectPath (required), filePath (required).

instance_sceneB

Add another scene as an instanced child inside a scene (composition / prefabs)

Inputs: projectPath (required), scenePath (required), instanceScenePath (required), parentNodePath, +1 more.

launch_editorC

Launch Godot editor for a specific project

Inputs: projectPath (required).

list_autoloadsA

List the autoload singletons configured in the project

Inputs: projectPath (required).

list_connectionsB

List all signal connections stored within a scene

Inputs: projectPath (required), scenePath (required).

list_projectsA

List Godot projects in a directory

Inputs: directory (required), recursive.

list_scriptsA

List all GDScript (.gd) files in the project (or a subdirectory)

Inputs: projectPath (required), directory.

load_spriteC

Load a sprite into a Sprite2D node

Inputs: projectPath (required), scenePath (required), nodePath (required), texturePath (required).

read_scriptB

Read the source of a script file in the project

Inputs: projectPath (required), scriptPath (required).

remove_autoloadB

Remove an autoload singleton

Inputs: projectPath (required), autoloadName (required).

remove_from_groupB

Remove a node from a group

Inputs: projectPath (required), scenePath (required), nodePath (required), group (required).

remove_input_actionC

Remove an input map action

Inputs: projectPath (required), action (required).

rename_nodeB

Rename a node in a scene

Inputs: projectPath (required), scenePath (required), nodePath (required), newName (required).

reparent_nodeB

Move a node to a new parent within the same scene

Inputs: projectPath (required), scenePath (required), nodePath (required), newParentPath (required), +1 more.

run_and_capture_errorsA

Run the project (optionally a single scene) for a bounded time and return captured stdout plus structured script errors/warnings

Inputs: projectPath (required), scene, timeoutSeconds.

run_projectC

Run the Godot project and capture output

Inputs: projectPath (required), scene.

run_scene_testA

Automated end-to-end / UAT test of a scene. Boots the scene headless (real game loop, no rendering), runs a sequence of steps, and evaluates assertions against live game state. Returns per-assertion pass/fail.

Each step is an object with an "action". Driver actions: {action:"wait_frames",frames:N} | {action:"wait_seconds",seconds:S} | {action:"press_action",name:"jump",strength:1.0} | {action:"release_action",name:"jump"} | {action:"tap_action",name:"jump",frames:2} | {action:"key",key:"Space",pressed:true} | {action:"mouse_button",button:1,position:[x,y],pressed:true} | {action:"mouse_move",position:[x,y]} | {action:"set_property",node:"Path",property:"x",value:1} | {action:"call_method",node:"Path",method:"start",args:[]} | {action:"emit_signal",node:"Path",signal_name:"hit",args:[]} | {action:"watch_signal",node:"Path",signal_name:"hit"} | {action:"wait_for_signal",node:"Path",signal_name:"hit",timeout_seconds:2}. Assertion actions: {action:"assert_property",node:"Path",property:"position",op:">",value:{x:0}} (op: ==,!=,>,<,>=,<=; for vectors/colors only the provided components are checked) | {action:"assert_node_exists",node:"Path",exists:true} | {action:"assert_in_group",node:"Path",group:"mobs",expected:true} | {action:"assert_signal_emitted",node:"Path",signal_name:"hit",min_count:1} (requires a prior watch_signal) | {action:"assert_method_returns",node:"Path",method:"get_score",args:[],op:">=",value:10} | {action:"assert_node_count",group:"mobs",op:">",value:0}. Node paths are relative to the scene root ("" or "root" = root).

Inputs: projectPath (required), scenePath (required), steps (required), timeoutSeconds.

run_testsA

Run a GUT or GdUnit4 test suite headless and return the pass/fail summary. Auto-detects the framework from the project addons.

Inputs: projectPath (required), testPath, framework.

save_sceneC

Save changes to a scene file

Inputs: projectPath (required), scenePath (required), newPath.

set_main_sceneB

Set the project main scene (application/run/main_scene)

Inputs: projectPath (required), scenePath (required).

set_node_propertyA

Set a property on an existing node in a scene. Values are coerced to the property type (e.g. [x,y] -> Vector2, "res://..." -> resource).

Inputs: projectPath (required), scenePath (required), nodePath (required), property (required), +1 more.

set_project_settingC

Set a project setting in project.godot

Inputs: projectPath (required), setting (required), value (required).

stop_projectA

Stop the currently running Godot project

Inputs: no named parameters.

update_project_uidsB

Update UID references in a Godot project by resaving resources (for Godot 4.4+)

Inputs: projectPath (required).

validate_sceneB

Validate a scene headless: reports whether it loads/instantiates and lists any missing dependencies

Inputs: projectPath (required), scenePath (required).

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

Loading tool schema changelog…

    TDQS

    A3.6/5.0

    Scored across 50 tools

    Disambiguation5/5

    Each tool has a distinct purpose, with clear differentiation between similar operations like run_project, run_and_capture_errors, and run_scene_test through detailed descriptions. Pairs like add/remove_autoload are obvious complements.

    Naming Consistency5/5

    All tool names follow a consistent verb_noun pattern with lowercase and underscores, e.g., add_node, get_scene_tree, set_node_property. No mixed conventions or abbreviations.

    Tool Count4/5

    At 50 tools, the set is large but justified by the breadth of Godot engine features it covers (scenes, scripts, resources, input, testing, etc.). A few tools could potentially be merged, but the granularity aids agent precision.

    Completeness5/5

    The tool surface covers the full Godot development lifecycle: scene editing, scripting, resources, input, autoloads, groups, signals, debugging, testing, and project settings. No major gaps are apparent.

    Maintenance

    ActivityInactive
    ResponsivenessNo recent community issues

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