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.8446 PyPI1MIT
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.