godot-ai-mcp
Click on "Deploy 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-ai-mcp create a player scene with sprite and movement script"
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 AI MCP Server
An enhanced Model Context Protocol (MCP) server for the Godot game engine. Provides AI assistants with tools to launch the editor, run projects, manipulate scenes, manage scripts, and control node properties — all through a standardized MCP interface.
Based on
@coding-solo/godot-mcpby Solomon Elias. That project provides the original core tools (launch editor, run project, scene management, UID tools). This fork adds script manipulation (set_script,read_script,write_script,list_scripts), scene inspection (get_scene_tree), node removal (remove_node), and property editing (set_node_property).
Original project: Coding-Solo/godot-mcp — MIT License.
Features
Core Tools
launch_editor — Open the Godot editor for a project
run_project — Run a Godot project in debug mode
get_debug_output — Capture stdout/stderr from running projects
stop_project — Stop a running project
get_godot_version — Check installed Godot version
list_projects — Find Godot projects in a directory
get_project_info — Get project metadata (scene count, script count, etc.)
Scene Management
create_scene — Create new scene files with any root node type
add_node — Add nodes to existing scenes with properties
remove_node — Remove nodes from scenes
get_scene_tree — Inspect the full scene tree structure
load_sprite — Load textures into Sprite2D/Sprite3D/TextureRect nodes
export_mesh_library — Export 3D scenes as MeshLibrary for GridMap
save_scene — Save/repack scene files
Script Tools
set_script — Attach a script to a node (creates the script if it doesn't exist)
read_script — Read
.gd,.cs, or.shaderfile contentswrite_script — Create or overwrite script files
list_scripts — List all scripts in a project
Node Properties
set_node_property — Set any property on a node in a scene
UID Management (Godot 4.4+)
get_uid — Get UID for a specific file
update_project_uids — Resave all resources to update UID references
Related MCP server: GoPeak
Requirements
Node.js >= 18.0.0
Godot 4.x (Mono build recommended for C# support)
Installation
npm install -g /path/to/godot-ai-mcpOr use directly via npx:
npx /path/to/godot-ai-mcpConfiguration
MCP Config (opencode.json, claude desktop, etc.)
{
"mcp": {
"godot-ai": {
"type": "local",
"command": [
"env",
"GODOT_PATH=/path/to/your/godot/executable",
"DEBUG=true",
"npx",
"-y",
"godot-ai-mcp"
]
}
}
}Environment Variables
Variable | Description |
| Path to the Godot executable (auto-detected if not set) |
| Set to |
Usage Examples
Create a scene with a Player node and attach a script
1. create_scene(projectPath="/path/to/project", scenePath="scenes/player.tscn", rootNodeType="CharacterBody2D")
2. add_node(projectPath="/path/to/project", scenePath="scenes/player.tscn", parentNodePath="root", nodeType="Sprite2D", nodeName="Sprite")
3. set_script(projectPath="/path/to/project", scenePath="scenes/player.tscn", nodePath="root", scriptPath="scripts/player.gd")
4. load_sprite(projectPath="/path/to/project", scenePath="scenes/player.tscn", nodePath="root/Sprite", texturePath="assets/player.png")Inspect and modify a scene
1. get_scene_tree(projectPath="/path/to/project", scenePath="scenes/level.tscn")
2. set_node_property(projectPath="/path/to/project", scenePath="scenes/level.tscn", nodePath="root/Enemy", propertyName="position", propertyValue=[100, 200])
3. remove_node(projectPath="/path/to/project", scenePath="scenes/level.tscn", nodePath="root/DebugNode")Script workflow
1. list_scripts(projectPath="/path/to/project")
2. read_script(projectPath="/path/to/project", scriptPath="scripts/enemy.gd")
3. write_script(projectPath="/path/to/project", scriptPath="scripts/enemy.gd", content="extends CharacterBody2D\n...")Building from Source
npm install
npm run buildThe compiled output goes to build/. The GDScript file is copied to build/scripts/.
License
MIT — see LICENSE for details.
This project is derived from @coding-solo/godot-mcp (MIT, © Solomon Elias). The original core server architecture, GDScript headless operations pattern, and scene manipulation tools are based on that project.
Available Tools
21 toolsadd_nodeB
Add a node to an existing scene
Inputs: nodeName (required), nodeType (required), scenePath (required), projectPath (required), +2 more.
create_sceneA
Create a new Godot scene file
Inputs: scenePath (required), projectPath (required), rootNodeType.
export_mesh_libraryC
Export a scene as a MeshLibrary resource
Inputs: scenePath (required), outputPath (required), projectPath (required), meshItemNames.
get_debug_outputB
Get the current debug output and errors
Inputs: no named parameters.
get_godot_versionA
Get the installed Godot version
Inputs: no named parameters.
get_project_infoB
Retrieve metadata about a Godot project
Inputs: projectPath (required).
get_scene_treeB
Get the scene tree structure of a scene file
Inputs: scenePath (required), projectPath (required).
get_uidB
Get the UID for a specific file in a Godot project (for Godot 4.4+)
Inputs: filePath (required), projectPath (required).
launch_editorC
Launch Godot editor for a specific project
Inputs: projectPath (required).
list_projectsA
List Godot projects in a directory
Inputs: directory (required), recursive.
list_scriptsC
List all script files in a Godot project
Inputs: projectPath (required), directory, extension.
load_spriteC
Load a sprite into a Sprite2D node
Inputs: nodePath (required), scenePath (required), projectPath (required), texturePath (required).
read_scriptA
Read the contents of a script file (.gd, .cs, .shader)
Inputs: scriptPath (required), projectPath (required).
remove_nodeB
Remove a node from an existing scene
Inputs: nodePath (required), scenePath (required), projectPath (required).
run_projectC
Run the Godot project and capture output
Inputs: projectPath (required), scene.
save_sceneC
Save changes to a scene file
Inputs: scenePath (required), projectPath (required), newPath.
set_node_propertyC
Set a property on a node in a scene
Inputs: nodePath (required), scenePath (required), projectPath (required), propertyName (required), +1 more.
set_scriptB
Attach a script to a node in a scene. Creates the script file if it does not exist.
Inputs: nodePath (required), scenePath (required), scriptPath (required), projectPath (required), +2 more.
stop_projectA
Stop the currently running Godot project
Inputs: no named parameters.
update_project_uidsB
Update UID references in a Godot project by resaving resources (for Godot 4.4+)
Inputs: projectPath (required).
write_scriptA
Write or overwrite a script file. Use this to create new scripts or update existing ones.
Inputs: content (required), scriptPath (required), projectPath (required).
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 21 tools
Each tool targets a distinct operation (e.g., add_node vs remove_node, create_scene vs save_scene, read_script vs write_script). No two tools appear to have overlapping purposes.
All tool names follow a consistent verb_noun pattern in snake_case, using clear, imperative verbs like get, list, set, create, add, remove, etc. No mixing of conventions.
21 tools is well-scoped for Godot game engine operations, covering scene editing, node manipulation, scripting, project management, and debugging without being overwhelming or sparse.
Core CRUD operations for scenes, nodes, and scripts are present, along with debugging and project management. Minor gaps exist (e.g., no scene deletion, no resource management beyond sprite loading), but the surface is largely complete.
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