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xinyuzjj

Godot MCP Enhanced

by xinyuzjj

Godot MCP Enhanced

MCP Server Made with Godot Node.js TypeScript License

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-mcp

With environment variables:

claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @xinyuzjj/godot-mcp

Cline

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:

  1. Go to Cursor Settings > Features > MCP

  2. Click on the + Add New MCP Server button

  3. Fill out the form:

    • Name: godot

    • Type: command

    • Command: npx @xinyuzjj/godot-mcp

  4. Click "Add"

  5. 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

GODOT_PATH

Path to the Godot executable (overrides automatic detection)

DEBUG

Set to "true" to enable detailed server-side debug logging

Building from Source

git clone https://github.com/xinyuzjj/godot-mcp.git
cd godot-mcp
npm install
npm run build

Then 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:

  1. Direct Commands: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.

  2. 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_editor

Launch Godot editor for a specific project

run_project

Run the Godot project and capture output

get_debug_output

Get the current debug output and errors

stop_project

Stop the currently running Godot project

get_godot_version

Get the installed Godot version

list_projects

List Godot projects in a directory

get_project_info

Retrieve metadata about a Godot project

create_scene

Create a new Godot scene file

add_node

Add a node to an existing scene

load_sprite

Load a sprite into a Sprite2D node

save_scene

Save changes to a scene file

create_script

Create a new GDScript file

attach_script

Attach a script to a node in a scene

get_uid

Get the UID for a specific file (Godot 4.4+)

update_project_uids

Update UID references in a project (Godot 4.4+)

export_mesh_library

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_PATH environment variable to your Godot executable path

  • Connection Issues: Ensure the server is running and restart your AI assistant

  • Invalid Project Path: Ensure the path points to a directory containing a project.godot file

  • Build 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

Install Server
A
license - permissive license
A
quality
C
maintenance

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