Godot MCP
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- AlicenseCqualityDmaintenanceEnables AI assistants to interact with and manipulate Godot game engine projects, including creating projects, launching editor, managing scenes and nodes.12443 npm1MIT
- AlicenseNot gradedqualityBmaintenanceEnables AI assistants to fully access and manipulate Godot editor projects, including scenes, scripts, nodes, and settings, with an interactive visualizer.433MIT
- AlicenseBqualityCmaintenanceEnables AI assistants to automate the Godot Engine editor, including scene authoring, node transforms, tilemap editing, animation, shaders, and live GDScript execution via MCP.10022MIT
- AlicenseCqualityCmaintenanceEnables AI agents to interact with the Godot game engine, including project inspection, scene/script parsing, headless exports, runtime control with live scene-tree inspection and evaluation, and API documentation search.100443 npm4MIT
- AlicenseAqualityBmaintenanceEnables AI coding assistants to directly control a running Godot editor for autonomous game development, including scene building, tilemap and animation manipulation, UI automation, and live GDScript execution.46MIT
- AlicenseBqualityCmaintenanceEnables AI assistants to interact with the Godot game engine, including launching the editor, running projects, capturing debug output, and managing scenes.841MIT
TDQS
Scored across 126 tools
Most tools target a distinct subsystem and action, making selection fairly clear even at this scale. A few near-overlaps exist, such as set_editor_selection vs set_selected_nodes and get_node_signals vs get_signal_connections, but the descriptions generally prevent serious confusion.
All tools follow a consistent godot_ prefix with snake_case verb_noun naming, such as create_node, modify_node, and bake_navmesh. Minor exceptions like godot_undo and godot_lsp_query still fit a predictable pattern and do not break overall consistency.
126 tools is an extreme count that far exceeds reasonable agent-facing surface area, even for a large domain like Godot. The sheer number will bloat context, increase selection overhead, and likely deserves splitting into focused sub-servers.
The tool surface covers an unusually broad range of Godot workflows: scene editing, scripting, rendering, physics, audio, UI testing, multiplayer, assets, and export. Minor gaps exist, such as no direct script/scene file deletion or renaming and no generic method invocation, but most workflows have workable paths.