Godot MCP
Adds Android export validator support for Godot projects, enabling validation and configuration of Android-specific export settings and builds.
Provides tools for interacting with the Godot game engine, enabling AI agents to launch the editor, run projects, capture debug output, control execution, manage scenes, analyze project structure, and handle UID management for Godot 4.4+.
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 MCPlaunch the editor for my project at /home/user/godot-games/platformer"
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
Forked from Coding-Solo/godot-mcp at commit
1209744(MIT). This fork is maintained independently by @jamesdowzard and adds Android export validator support + other AI-friendly tooling. Upstream fork relationship is severed at the git level; copyright/attribution preserved per MIT.
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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.
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
Requirements
Godot Engine installed on your system
Node.js (>=18.0.0) and npm
An AI agent that supports MCP
Quick Start
Claude Code
claude mcp add godot -- npx @coding-solo/godot-mcpThat's it. Restart Claude Code and your Godot MCP tools are available.
With environment variables:
claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @coding-solo/godot-mcpAdd to your Cline MCP settings file (~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json):
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@coding-solo/godot-mcp"],
"env": {
"DEBUG": "true"
},
"disabled": false,
"autoApprove": [
"launch_editor",
"run_project",
"get_debug_output",
"stop_project",
"get_godot_version",
"list_projects",
"get_project_info",
"create_scene",
"add_node",
"load_sprite",
"export_mesh_library",
"save_scene",
"get_uid",
"update_project_uids"
]
}
}
}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:
npx @coding-solo/godot-mcp
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": "npx",
"args": ["@coding-solo/godot-mcp"],
"env": {
"DEBUG": "true"
}
}
}
}For any MCP-compatible client, use this configuration:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@coding-solo/godot-mcp"],
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
}
}
}Environment Variables
Variable | Description |
| Path to the Godot executable (overrides automatic detection) |
| Set to |
git clone https://github.com/Coding-Solo/godot-mcp.git
cd godot-mcp
npm install
npm run buildThen point your MCP client to build/index.js instead of using npx.
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.
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
License
This project is licensed under the MIT License - see the LICENSE file for details.
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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