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Better Godot MCP

mcp-name: io.github.n24q02m/better-godot-mcp

Composite MCP server for Godot Engine -- 17 composite tools for AI-assisted game development.

CI codecov npm Docker License: MIT

TypeScript Node.js Godot Engine semantic-release Renovate

Project

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Table of contents

Related MCP server: Better Notion MCP

Features

  • 17 composite mega-tools -- scene, node, script, shader, animation, tilemap, physics, audio, navigation, UI, and more

  • Full scene control -- create, parse, and modify .tscn files directly without Godot running

  • GDScript CRUD -- create, read, write, and attach scripts in a single call

  • Tiered token optimization -- compressed descriptions + on-demand help tool

Install

Runs over stdio by default. No credentials, no account, no relay -- the server reads and writes your local Godot project files directly. Godot 4.x is optional (only run/stop/export and editor actions need the binary).

npx -y @n24q02m/better-godot-mcp@latest

MCP client config

Add to your client's MCP config (Claude Code, Cursor, Windsurf, Codex, mcp.json):

{
  "mcpServers": {
    "better-godot-mcp": {
      "command": "npx",
      "args": ["-y", "@n24q02m/better-godot-mcp"],
      "env": {
        "GODOT_PROJECT_PATH": "/path/to/your/godot/project"
      }
    }
  }
}

GODOT_PROJECT_PATH is optional -- every tool also accepts a project_path argument per call.

Via Docker

docker run -i --rm -v /path/to/your/godot/project:/project n24q02m/better-godot-mcp

The image is published for amd64 and arm64. Mount your project directory so the server can read and write scene, script, and resource files.

Documentation

Full setup guide at mcp.n24q02m.com/servers/better-godot-mcp/setup/ -- install steps for Claude Code, Codex, Gemini CLI, Cursor, Windsurf, and mcp.json.

Install with AI agent -- paste this to your AI coding agent:

Install MCP server better-godot-mcp following the steps at
https://raw.githubusercontent.com/n24q02m/claude-plugins/main/plugins/better-godot-mcp/setup-with-agent.md

Tools

Tool

Actions

Description

project

info, version, run, stop, settings_get, settings_set, export

Project metadata, run/stop, and settings

scenes

create, list, info, delete, duplicate, set_main

Scene file management

nodes

add, remove, rename, list, set_property, get_property

Scene tree node manipulation

scripts

create, read, write, attach, list, delete

GDScript file CRUD

editor

launch, status

Launch Godot editor and check status

config

status, set, detect_godot, check

Server configuration and environment detection

resources

list, info, delete, import_config

Resource file management

input_map

list, add_action, remove_action, add_event

Input action and event mapping

signals

list, connect, disconnect

Signal connections

animation

create_player, add_animation, add_track, add_keyframe, list

Animation players and tracks

tilemap

create_tileset, add_source, set_tile, paint, list

TileMap and TileSet management

shader

create, read, write, get_params, list

Shader file CRUD with Godot 4 syntax

physics

layers, collision_setup, body_config, set_layer_name

Collision layers and physics bodies

audio

list_buses, add_bus, add_effect, create_stream

Audio bus and effect management

navigation

create_region, add_agent, add_obstacle

Navigation regions, agents, and obstacles

ui

create_control, set_theme, layout, list_controls

UI control creation and theming

help

-

Get full documentation for any tool

Comparison

How better-godot-mcp stacks up against direct competitors in each pillar:

Capability

better-godot-mcp

Coding-Solo/godot-mcp

bradypp/godot-mcp

tugcantopaloglu/godot-mcp

Scene file management

Yes (scenes: create/list/info/delete/duplicate/set_main)

Yes (create/save)

Yes (create/save)

Yes (create/read/modify)

Node tree manipulation

Yes (nodes: add/remove/rename/list/get+set_property)

Partial (add only)

Yes (add/edit/remove)

Yes (add/remove/reparent)

GDScript file CRUD

Yes (scripts: create/read/write/attach/list/delete)

No

No

Partial (create from template + runtime eval)

Shader file CRUD

Yes (shader: create/read/write/get_params/list)

No

No

Partial (create/read .gdshader)

Animation authoring

Yes (animation: player/track/keyframe)

No

No

Yes (player/tween/state machine)

TileMap / TileSet

Yes (tilemap: tileset/source/set_tile/paint)

No

No

Yes (TileMapLayer cells)

Physics layers / bodies

Yes (physics: layers/collision/body_config)

No

No

Yes (collision/joints/raycast)

Audio bus management

Yes (audio: buses/effects/streams)

No

No

Yes (buses/routing/effects)

Navigation setup

Yes (navigation: region/agent/obstacle)

No

No

Yes (navigation)

UI control authoring

Yes (ui: control/theme/layout)

No

Partial (via add node)

Yes (controls/themes/menus)

Input map editing

Yes (input_map: action/event)

No

No

Yes (actions/key bindings)

Signal connections

Yes (signals: connect/disconnect/list)

No

No

Yes (connect/emit/await)

Launch editor / run project

Yes (editor, project run/stop)

Yes

Yes

Yes

Works without running editor

Yes (text-based .tscn parsing)

Yes (headless GDScript bridge)

Yes (headless GDScript bridge)

Partial (CLI headless or live TCP socket)

No credentials stored (TC-Local)

Yes

Yes

Yes

Yes

stdio + HTTP transports

Yes (stdio default + --http)

No (stdio only)

No (stdio only)

No (stdio only)

Docker image (amd64 + arm64)

Yes

No

No

No

Token-tiered tool descriptions

Yes (compact + on-demand help)

No

No

No

Configuration

The Godot binary is auto-detected from common install locations and PATH. No environment variables are required for basic usage. Optionally set GODOT_PROJECT_PATH and GODOT_PATH to override the defaults.

Variable

Required

Default

Description

GODOT_PROJECT_PATH

No

-

Default project path (tools also accept a project_path param)

GODOT_PATH

No

Auto-detected

Path to the Godot binary

HTTP transport

The server runs over stdio by default. To serve over Streamable HTTP instead, pass --http or set MCP_TRANSPORT=http (TRANSPORT_MODE=http is also accepted). HTTP mode exposes an unauthenticated /mcp endpoint -- there are no credentials to protect, so it is meant for trusted local or self-hosted use.

Variable

Required

Default

Description

MCP_TRANSPORT

No

stdio

Set to http for Streamable HTTP transport

PORT

No

0 (auto-assign)

HTTP port (HTTP mode only)

HOST

No

Server default

HTTP host (HTTP mode only)

Limitations

  • Requires Godot 4.x project structure

  • Scene files (.tscn) are parsed/modified via text manipulation, not Godot's internal API

  • run/stop/export actions require Godot binary to be installed

  • Docker mode has limited filesystem access (mount your project directory)

Security

  • Binary detection -- Multi-path Godot detection (env, PATH, common locations)

  • Project validation -- Verifies project.godot exists before operations

  • Cross-platform -- Windows, macOS, Linux path handling

Build from source

git clone https://github.com/n24q02m/better-godot-mcp.git
cd better-godot-mcp
bun install
bun run dev          # stdio mode (default)
bun run dev:http     # Streamable HTTP mode

Trust model

This plugin implements TC-Local (no auth required -- no credentials stored). See the trust model reference for full classification.

Mode

Storage

Encryption

Who can read your data?

stdio (default)

N/A (no credentials)

N/A

N/A

HTTP self-host

N/A (no credentials)

N/A

N/A

License

MIT -- See LICENSE.

Install Server
A
license - permissive license
A
quality
A
maintenance

Maintenance

Maintainers
15hResponse time
2dRelease cycle
82Releases (12mo)
Commit activity
Issues opened vs closed

Latest Blog Posts

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