godot-docs-mcp
Provides tools for searching and retrieving Godot Engine documentation, including the manual, tutorials, and class reference, with code examples.
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-docs-mcpwhat's the correct 4.x signature for move_and_slide?"
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-docs-mcp
An MCP server that serves the Godot Engine documentation to AI coding agents.
Godot is under-represented in LLM training data relative to Unity and Unreal, so agents routinely hallucinate GDScript APIs, invent node names, and apply Godot 3.x idioms to 4.x projects. This server grounds them in the real docs: full-text search over the manual and tutorials, plus a structured class reference built from the engine's own API metadata.
Built on MCP specification revision 2026-07-28 via the official
mcp Python SDK v2, which also serves
every earlier protocol revision from the same server.
Status: in development. The server, its tools and resources, the command line, and the weekly workflow that publishes the index all work, and a prebuilt index for Godot 4.7 is published, so
syncinstalls one without a build. Not on PyPI yet — install from git, as below. Packaging as a Claude Code plugin, with skills, is a later phase.
How it works
The documentation is indexed offline into a single SQLite database, so lookups are fast and work without a network connection.
Content | Source | Why |
Manual, tutorials, getting started |
| The authored prose |
Class reference |
| Structured and typed — the |
docs.godotengine.org sits behind a Cloudflare challenge that rejects non-browser clients,
so the rendered site is not used as a source. Everything comes from GitHub.
Related MCP server: Godot MCP Documentation Server
Getting started
Install the prebuilt index. It is one download of about 8 MB, and it only has to happen once per Godot version.
uvx --from git+https://github.com/mcintalmo/godot-docs-mcp godot-docs-mcp sync
uvx --from git+https://github.com/mcintalmo/godot-docs-mcp godot-docs-mcp statusThen point a client at it. For Claude Code:
claude mcp add godot-docs -- \
uvx --from git+https://github.com/mcintalmo/godot-docs-mcp godot-docs-mcpNo index published for the version you want, or working on the parsers? Build one from
source instead. That needs git and takes about a minute:
uvx --from git+https://github.com/mcintalmo/godot-docs-mcp godot-docs-mcp sync --rebuildAsk something a model reliably gets wrong — "what's the correct 4.x signature for
move_and_slide?" — and the answer should come back from get_godot_class_member as
bool move_and_slide(), with no arguments. It took several in Godot 3.x, which is what most
training data remembers.
Commands
Command | Purpose |
| Serve over stdio. This is what a client launches; |
| Download a prebuilt index. |
| What is indexed, what it was built from, and whether it has fallen behind. |
| Run a query through the same code the tools use, and print the ranking |
| Write the release assets for the installed index. For the build workflow |
Every setting is also an environment variable, prefixed GODOT_DOCS_MCP_ — see
config.py for the full table.
Staying current
The documentation moves without warning, so two things track it independently.
A weekly workflow checks whether the upstream commits
have moved, and if they have, rebuilds the index, queries the whole corpus to confirm it
answers, and publishes it as a release asset. godot-docs-mcp sync is how that reaches you.
A running server checks once a day, in the background, whether a newer index has been
published. It never downloads one — an index that lags still answers correctly for the
version it was built from, and replacing it is your call. What it does instead is say so:
in godot://status, and as a one-line notice on search results. If the check cannot run,
the answer is "could not check", never "up to date".
Tools
Every tool is read-only, and every response is capped so that one call cannot crowd out the conversation it was meant to inform. A response that was cut says so, and names the call that returns the rest.
Tool | Purpose |
| Ranked search across the manual, tutorials, and class reference. Questions in plain words work |
| A page, or a single section of one |
| Inheritance chain plus a signature map for a class — no prose, so a 300 KB class entry stays answerable |
| Exact signature and full description for one member |
| GDScript and C# snippets, with the page and heading they came from |
Resources
URI | Content |
| Indexed version, counts, and the upstream commits it was built from |
| A map of the corpus: what it holds, how it is addressed, which tool to call |
| A page, or one section of it |
| A class, or one member of it |
The 515 pages and 1,078 classes are deliberately not enumerated in resources/list.
The templates are the URIs every tool already returns, so a search hit can be followed by
the host without a further tool call.
Development
Requires uv.
uv sync --dev
uv run pre-commit installCommand | Purpose |
| Unit suite (hermetic — no network) |
| Integration tests against a real index |
| Lint and format |
| Type check |
| Everything the CI lint job runs |
See CLAUDE.md for the architecture and contribution conventions.
License
MIT. The Godot documentation itself is licensed CC BY 4.0 by Juan Linietsky, Ariel Manzur and the Godot community; this project redistributes an indexed form of it and does not alter that license.
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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