Godot MCP Enhanced
Provides tools for interacting with the Godot game engine, including project management (launching, running, capturing output), scene management (creating, adding nodes, saving), script management (creating and attaching GDScript), and UID/export operations.
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 MCP Enhancedrun my project in debug mode"
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 MCP Enhanced
An enhanced Model Context Protocol (MCP) server for interacting with the Godot game engine. This server enables AI assistants to launch the Godot editor, run projects, manage scenes and nodes, handle scripts, and much more.
Features
Project Management
Launch Godot Editor: Open the Godot editor for a specific project
Run Godot Projects: Execute Godot projects in debug mode with output capture
Capture Debug Output: Retrieve console output and error messages in real-time
Control Execution: Start and stop Godot projects programmatically
Get Godot Version: Retrieve the installed Godot version
List Godot Projects: Find Godot projects in a specified directory
Project Analysis: Get detailed information about project structure
Scene Management
Create Scenes: Create new scenes with specified root node types
Add Nodes: Add nodes to existing scenes with customizable properties
Load Sprites: Load textures into Sprite2D nodes
Save Scenes: Save scenes with options for creating variants
Script Management
Create Scripts: Generate GDScript files with various templates:
Empty template
Node2D/Node3D/Control templates
CharacterBody2D/CharacterBody3D with movement code
Attach Scripts: Attach scripts to nodes in scenes
UID Management (Godot 4.4+)
Get UID: Retrieve the unique identifier for specific files
Update Project UIDs: Resave resources to update UID references
Export Operations
Export Mesh Library: Export 3D scenes as MeshLibrary resources for GridMap
Requirements
Godot Engine 4.x installed on your system
Node.js (>=18.0.0) and npm
An MCP-compatible AI assistant (Claude, Cline, Cursor, etc.)
Installation
Quick Start with Claude Code
claude mcp add godot -- npx @xinyuzjj/godot-mcpWith environment variables:
claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @xinyuzjj/godot-mcpCline
Add to your Cline MCP settings file:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@xinyuzjj/godot-mcp"],
"env": {
"DEBUG": "true"
},
"disabled": false,
"autoApprove": [
"launch_editor",
"run_project",
"get_debug_output",
"stop_project",
"get_godot_version",
"list_projects",
"get_project_info",
"create_scene",
"add_node",
"load_sprite",
"save_scene",
"create_script",
"attach_script",
"get_uid",
"update_project_uids",
"export_mesh_library"
]
}
}
}Cursor
Using the Cursor UI:
Go to Cursor Settings > Features > MCP
Click on the + Add New MCP Server button
Fill out the form:
Name:
godotType:
commandCommand:
npx @xinyuzjj/godot-mcp
Click "Add"
You may need to press the refresh button to populate the tool list
Using Project-Specific Configuration:
Create a file at .cursor/mcp.json in your project directory:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@xinyuzjj/godot-mcp"],
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
}
}
}Other MCP Clients
For any MCP-compatible client, use this configuration:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@xinyuzjj/godot-mcp"],
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
}
}
}Environment Variables
Variable | Description |
| Path to the Godot executable (overrides automatic detection) |
| Set to |
Building from Source
git clone https://github.com/xinyuzjj/godot-mcp.git
cd godot-mcp
npm install
npm run buildThen point your MCP client to build/index.js instead of using npx.
Architecture
The Godot MCP server uses a bundled GDScript approach for complex operations:
Direct Commands: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.
Bundled Operations Script: Complex operations like creating scenes or adding nodes use a comprehensive GDScript file (
godot_operations.gd) that handles all operations.
The bundled script accepts operation type and parameters as JSON, allowing for flexible and dynamic operation execution without generating temporary files for each operation.
Available Tools
Tool | Description |
| Launch Godot editor for a specific project |
| Run the Godot project and capture output |
| Get the current debug output and errors |
| Stop the currently running Godot project |
| Get the installed Godot version |
| List Godot projects in a directory |
| Retrieve metadata about a Godot project |
| Create a new Godot scene file |
| Add a node to an existing scene |
| Load a sprite into a Sprite2D node |
| Save changes to a scene file |
| Create a new GDScript file |
| Attach a script to a node in a scene |
| Get the UID for a specific file (Godot 4.4+) |
| Update UID references in a project (Godot 4.4+) |
| Export a scene as a MeshLibrary resource |
Supported Node Types
The server supports creating the following node types:
Basic: Node, Node2D, Node3D, Control
Physics: CharacterBody2D, CharacterBody3D, RigidBody2D, RigidBody3D, StaticBody2D, StaticBody3D, Area2D, Area3D
Visual: Sprite2D, Sprite3D, AnimatedSprite2D, Camera2D, Camera3D
UI: Label, Button, Panel, ColorRect, TextureRect, ProgressBar
Audio: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D
Animation: AnimationPlayer, AnimationTree
Collision: CollisionShape2D, CollisionShape3D
Navigation: NavigationRegion2D, NavigationRegion3D, NavigationAgent2D, NavigationAgent3D
Lighting: PointLight2D, DirectionalLight2D, DirectionalLight3D, OmniLight3D, SpotLight3D
And many more...
Troubleshooting
Godot Not Found: Set the
GODOT_PATHenvironment variable to your Godot executable pathConnection Issues: Ensure the server is running and restart your AI assistant
Invalid Project Path: Ensure the path points to a directory containing a
project.godotfileBuild Issues: Make sure all dependencies are installed by running
npm install
Cursor-Specific Issues
Ensure the MCP server shows up and is enabled in Cursor settings (Settings > MCP)
MCP tools can only be run using the Agent chat profile (Cursor Pro or Business subscription)
Use "Yolo Mode" to automatically run MCP tool requests
Contributing
Contributions are welcome! Please feel free to submit a Pull Request.
License
This project is licensed under the MIT License - see the LICENSE file for details.
Acknowledgments
Inspired by the original Coding-Solo/godot-mcp project
Built with the Model Context Protocol
Powered by Godot Engine
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