Godot MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| GODOT_PATH | No | Godot executable, or the folder that contains it. Default: auto-detect (newest Godot 4 found) | |
| GODOT_PROJECT | No | Default project folder. Default: the folder Claude Code runs in | |
| GODOT_MCP_READ_ONLY | No | Set to 1 to hide every tool that changes files |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| get_godot_versionA | Show which Godot executable this server uses (path, version, how it was found) and any other Godot installs it found. |
| list_projectsB | Find Godot projects (folders with project.godot) under a folder. |
| get_project_infoA | Overview of a Godot project: name, main scene, Godot version features, renderer, viewport size, autoloads, input actions, enabled plugins, and the lists of scenes and scripts. A good first call. |
| get_scene_treeA | Show the node tree of a .tscn scene as the Scene dock would: node names, types, attached scripts, instanced scenes, groups and signal connections. Reads the file only; does not run Godot. |
| check_scriptsA | Compile GDScript files with the real Godot engine and report parse/compile errors with file and line, without launching the game. Run this after editing .gd files. Checks every script in the project unless paths are given. |
| get_uidB | Get the uid:// of a file in the project (Godot 4.4+). |
| launch_editorB | Open the Godot editor for the project (in its own window, for the user). |
| run_projectA | Run the project (or one scene) in a window, wait a few seconds, and return the output and any errors. The game keeps running: use get_debug_output to read more output and stop_project to close it. Can also run a SceneTree script from the project (e.g. a headless test script). |
| get_debug_outputA | Read output and errors from the game started with run_project. By default returns only lines you have not seen yet. |
| stop_projectA | Stop the game started with run_project and return its last output. |
| capture_screenshotA | Run the game (or one scene) for a moment and return a screenshot of what it renders, so you can see the result of your changes. Uses Godot's Movie Maker mode, so a game window appears briefly. The image is also saved to a temp folder. |
| create_sceneB | Create a new .tscn scene file with a root node of the given type. |
| add_nodeA | Add a node to an existing scene and save it. Properties are set by name, e.g. {"position": {"x": 10, "y": 20}}; strings starting with res:// are loaded as resources. |
| load_spriteA | Set the texture of a Sprite2D, Sprite3D or TextureRect node in a scene and save it. |
| save_sceneA | Load and re-save a scene through Godot (normalizes the file), optionally to a new path to make a copy/variant. |
| export_mesh_libraryB | Export the meshes in a 3D scene as a MeshLibrary resource for GridMap. |
| update_project_uidsA | Re-save every scene/resource so all references use up-to-date UIDs (Godot 4.4+). Useful after upgrading a project from an older Godot. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 17 tools
Most tools have clearly distinct purposes (e.g., get_scene_tree vs. check_scripts, run_project vs. capture_screenshot). Potential confusion exists between get_project_info and get_scene_tree (both inspect scene structure) and between create_scene/add_node/save_scene (all modify scenes), but descriptions clarify their distinct roles.
The vast majority follow a consistent verb_noun pattern (get_, list_, run_, stop_, create_, add_, load_, save_, export_, update_). Minor deviation: 'check_scripts' uses 'check' instead of 'get'/'verify', but still follows verb_noun.
17 tools is slightly heavy but reasonable for a full-featured Godot project management server covering versioning, project inspection, scene editing, execution, and debugging. Each tool appears to earn its place.
Covers project discovery, inspection, scene manipulation, script checking, execution, debugging, and UID management. Missing tools for deleting nodes/scenes, editing node properties beyond add, and managing resources, but core workflows are well-supported.