godot-mcp
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-mcpvalidate the main scene"
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 Server
godot-mcp lets MCP clients inspect, validate, test, export, and query Godot projects. It supports headless Godot commands and, optionally, live state from an open Godot editor.
Requirements
Node.js 18 or newer
Godot 4.1 or newer, installed locally
A Godot project containing
project.godot
The live-editor tools additionally require the MCP Bridge addon described below. The remaining tools run headlessly.
Related MCP server: godot-ai-mcp
Install
From a local checkout
npm install
npm run buildFrom npm (after publication)
npx -y @zbrkic/godot-mcp --project /path/to/godot-project --godot /path/to/godotConfigure an MCP client
Always provide the project path. MCP desktop clients usually start servers in their own working directory, so automatic project discovery alone is not reliable.
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "@zbrkic/godot-mcp"],
"env": {
"GODOT_PROJECT_PATH": "C:/Source/my-game",
"GODOT_PATH": "C:/Program Files/Godot/Godot_v4.5.1-stable_win64_console.exe"
}
}
}
}The equivalent command-line options are:
godot-mcp --project /path/to/godot-project --godot /path/to/godotGODOT_PATH/--godot is optional only when the godot executable is already on PATH. On Windows, a _console.exe executable is preferred.
Enable live editor tools
Copy
godot-plugin/addons/mcp_bridgeto<your-project>/addons/mcp_bridge.In Godot, open Project > Project Settings > Plugins and enable MCP Bridge.
Keep the Godot editor open while using live tools.
The bridge listens on 127.0.0.1:7000 by default. Set mcp/plugin/port in project.godot to override it; the server reads that setting from the project configured above. Exclude addons/mcp_bridge/* from production export presets.
Tools
Project and export:
get_project_settings,list_export_presets,export_projectTests and validation:
run_tests,validate_scene,validate_script,run_scene,format_gdscriptScenes and resources:
inspect_scene_tree,find_nodes,get_node_properties,get_node_connections,list_resources,get_resource_dependencies,resolve_path,get_resource_infoDocumentation:
verify_api,get_helpLive editor:
get_editor_selection,get_open_scenes
Most tools return a structured JSON result with success, data, errors, warnings, and timing metadata.
Development and verification
npm test # TypeScript build plus MCP handshake and parser tests
npm run test:godot # GDScript syntax checks; requires GODOT_PATH or godot on PATH
npm pack --dry-run # Inspect the files that would be publishedGitHub Actions runs both the Node/MCP tests and Godot-addon checks on pushes and pull requests.
Release checklist
Update the version in
package.json.Run
npm test,npm run test:godot, andnpm pack --dry-run.Publish with
npm publishand create a matching GitHub release.
License
This project is licensed under the MIT License.
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
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- Apache 2.0
- AlicenseNot gradedqualityAmaintenanceOffline static correctness MCP server for Godot 4.x GDScript projects that lints code, looks up API symbols, and validates scenes/resources, all without a running editor.4Creative Commons Attribution Non Commercial No Derivatives 4.0 International
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