godot-ai-mcp
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-ai-mcpcreate a player scene with sprite and movement script"
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 AI MCP Server
An enhanced Model Context Protocol (MCP) server for the Godot game engine. Provides AI assistants with tools to launch the editor, run projects, manipulate scenes, manage scripts, and control node properties — all through a standardized MCP interface.
Based on
@coding-solo/godot-mcpby Solomon Elias. That project provides the original core tools (launch editor, run project, scene management, UID tools). This fork adds script manipulation (set_script,read_script,write_script,list_scripts), scene inspection (get_scene_tree), node removal (remove_node), and property editing (set_node_property).
Original project: Coding-Solo/godot-mcp — MIT License.
Features
Core Tools
launch_editor — Open the Godot editor for a project
run_project — Run a Godot project in debug mode
get_debug_output — Capture stdout/stderr from running projects
stop_project — Stop a running project
get_godot_version — Check installed Godot version
list_projects — Find Godot projects in a directory
get_project_info — Get project metadata (scene count, script count, etc.)
Scene Management
create_scene — Create new scene files with any root node type
add_node — Add nodes to existing scenes with properties
remove_node — Remove nodes from scenes
get_scene_tree — Inspect the full scene tree structure
load_sprite — Load textures into Sprite2D/Sprite3D/TextureRect nodes
export_mesh_library — Export 3D scenes as MeshLibrary for GridMap
save_scene — Save/repack scene files
Script Tools
set_script — Attach a script to a node (creates the script if it doesn't exist)
read_script — Read
.gd,.cs, or.shaderfile contentswrite_script — Create or overwrite script files
list_scripts — List all scripts in a project
Node Properties
set_node_property — Set any property on a node in a scene
UID Management (Godot 4.4+)
get_uid — Get UID for a specific file
update_project_uids — Resave all resources to update UID references
Related MCP server: Godot MCP
Requirements
Node.js >= 18.0.0
Godot 4.x (Mono build recommended for C# support)
Installation
npm install -g /path/to/godot-ai-mcpOr use directly via npx:
npx /path/to/godot-ai-mcpConfiguration
MCP Config (opencode.json, claude desktop, etc.)
{
"mcp": {
"godot-ai": {
"type": "local",
"command": [
"env",
"GODOT_PATH=/path/to/your/godot/executable",
"DEBUG=true",
"npx",
"-y",
"godot-ai-mcp"
]
}
}
}Environment Variables
Variable | Description |
| Path to the Godot executable (auto-detected if not set) |
| Set to |
Usage Examples
Create a scene with a Player node and attach a script
1. create_scene(projectPath="/path/to/project", scenePath="scenes/player.tscn", rootNodeType="CharacterBody2D")
2. add_node(projectPath="/path/to/project", scenePath="scenes/player.tscn", parentNodePath="root", nodeType="Sprite2D", nodeName="Sprite")
3. set_script(projectPath="/path/to/project", scenePath="scenes/player.tscn", nodePath="root", scriptPath="scripts/player.gd")
4. load_sprite(projectPath="/path/to/project", scenePath="scenes/player.tscn", nodePath="root/Sprite", texturePath="assets/player.png")Inspect and modify a scene
1. get_scene_tree(projectPath="/path/to/project", scenePath="scenes/level.tscn")
2. set_node_property(projectPath="/path/to/project", scenePath="scenes/level.tscn", nodePath="root/Enemy", propertyName="position", propertyValue=[100, 200])
3. remove_node(projectPath="/path/to/project", scenePath="scenes/level.tscn", nodePath="root/DebugNode")Script workflow
1. list_scripts(projectPath="/path/to/project")
2. read_script(projectPath="/path/to/project", scriptPath="scripts/enemy.gd")
3. write_script(projectPath="/path/to/project", scriptPath="scripts/enemy.gd", content="extends CharacterBody2D\n...")Building from Source
npm install
npm run buildThe compiled output goes to build/. The GDScript file is copied to build/scripts/.
License
MIT — see LICENSE for details.
This project is derived from @coding-solo/godot-mcp (MIT, © Solomon Elias). The original core server architecture, GDScript headless operations pattern, and scene manipulation tools are based on that project.
Maintenance
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