Godot MCP Server
Related Servers
Alternatives to Godot MCP Server
No user-submitted related servers found.
Related Servers
- AlicenseNot gradedqualityDmaintenanceBridges Claude Code with the Godot editor via WebSocket, enabling AI-driven game development commands such as scene tree inspection and code generation.890 npm3MIT
- AlicenseAqualityBmaintenanceEnables Claude Code to inspect a Godot 4 project's scenes, scripts, autoloads and input actions, compile GDScript through the real engine to surface errors with file and line, run the game or a scene headlessly, read its debug output, and view screenshots of what it renders. It also creates and edits scenes and nodes, with an optional read-only mode that hides every file-changing tool.17166 npmMIT
- FlicenseNot gradedqualityDmaintenanceEnables Claude Desktop to control and interact with the Godot Engine editor through the Model Context Protocol. It supports dynamic scene generation and direct asset importation via Meshy API integration.54-
- AlicenseAqualityAmaintenanceEnables AI agents to read and edit Godot 4.x scenes and resources, introspect the class API, run the game in a managed headless process with frame stepping, input injection and screenshots, validate scripts, and diagnose code via a built-in GDScript LSP plus a bridge to an already open editor.23MIT
- AlicenseNot gradedqualityFmaintenanceEnables complete natural language control of Godot Engine 4.5+ with 76 tools for managing scripts, scenes, nodes, animations, physics, tilemaps, audio, shaders, navigation, particles, UI, lighting, assets, and exports. Integrates with Claude Desktop, VS Code, and Ollama for AI-assisted game development.166 npm2MIT
- AlicenseNot gradedqualityAmaintenanceEnables AI agents to inspect, edit, and run Godot 4 projects — scenes, nodes, signals, resources, animations, tile maps, audio buses, visual shaders, project settings, input actions, and exports — with GDScript language-server diagnostics, offline class reference, live in-game debugging, and GUT/GdUnit4 test runs. It works through a live editor bridge so every edit can be undone with Ctrl+Z, and falls back to headless execution when the editor is closed.1MIT
TDQS
Scored across 16 tools
Each tool has a distinct purpose with clear boundaries: node operations (add, get, remove, reparent, set property), scene operations (create, get tree, instantiate, save, list), resource operations (assign, get), file operations (list files, read/write script), and a general-purpose run_script. No significant overlap exists; descriptions clarify specific use cases.
All tools follow a consistent 'godot_verb_noun' pattern with snake_case throughout. The verb-noun structure is predictable (e.g., godot_add_node, godot_get_scene_tree), making the set easy to navigate and understand.
16 tools is slightly high but reasonable for a Godot editor server covering nodes, scenes, resources, files, and scripts. Each tool serves a specific function, though some could potentially be consolidated (e.g., list_files and list_scenes). The count aligns well with the domain's complexity.
The toolset provides comprehensive coverage for Godot editor interactions: full CRUD for nodes (add, get, remove, reparent, set property), scene lifecycle (create, instantiate, save, list), resource handling (assign, get), file management (list, read/write scripts), and advanced operations (run_script). No obvious gaps exist for typical agent workflows.