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Godot MCP

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A Model Context Protocol (MCP) server for interacting with the Godot game engine.

Introduction

Godot MCP enables AI assistants to launch the Godot editor, run projects, capture debug output, and control project execution - all through a standardized interface.

This direct feedback loop helps AI assistants like Claude understand what works and what doesn't in real Godot projects, leading to better code generation and debugging assistance.

Related MCP server: Godot MCP

Features

  • Launch Godot Editor: Open the Godot editor for a specific project

  • Run Godot Projects: Execute Godot projects in debug mode

  • Capture Debug Output: Retrieve console output and error messages

  • 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 new scenes with specified root node types

    • Add nodes to existing scenes with customizable properties

    • Load sprites and textures into Sprite2D nodes

    • Export 3D scenes as MeshLibrary resources for GridMap

    • Save scenes with options for creating variants

  • UID Management (for Godot 4.4+):

    • Get UID for specific files

    • Update UID references by resaving resources

Requirements

  • Godot Engine installed on your system

  • Node.js and npm

  • An AI assistant that supports MCP (Cline, Cursor, etc.)

Installation and Configuration

Step 1: Install and Build

First, clone the repository and build the MCP server:

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

Step 2: Configure with Your AI Assistant

Option A: Configure with Cline

Add to your Cline MCP settings file (~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json):

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-mcp/build/index.js"],
      "env": {
        "DEBUG": "true"                  // Optional: Enable detailed logging
      },
      "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",
        "export_mesh_library",
        "save_scene",
        "get_uid",
        "update_project_uids"
      ]
    }
  }
}

Option B: Configure with 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 (or any name you prefer)

    • Type: command

    • Command: node /absolute/path/to/godot-mcp/build/index.js

  4. Click "Add"

  5. You may need to press the refresh button in the top right corner of the MCP server card to populate the tool list

Using Project-Specific Configuration:

Create a file at .cursor/mcp.json in your project directory with the following content:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-mcp/build/index.js"],
      "env": {
        "DEBUG": "true"                  // Enable detailed logging
      }
    }
  }
}

Step 3: Optional Environment Variables

You can customize the server behavior with these environment variables:

  • GODOT_PATH: Path to the Godot executable (overrides automatic detection)

  • DEBUG: Set to "true" to enable detailed server-side debug logging

Example Prompts

Once configured, your AI assistant will automatically run the MCP server when needed. You can use prompts like:

"Launch the Godot editor for my project at /path/to/project"

"Run my Godot project and show me any errors"

"Get information about my Godot project structure"

"Analyze my Godot project structure and suggest improvements"

"Help me debug this error in my Godot project: [paste error]"

"Write a GDScript for a character controller with double jump and wall sliding"

"Create a new scene with a Player node in my Godot project"

"Add a Sprite2D node to my player scene and load the character texture"

"Export my 3D models as a MeshLibrary for use with GridMap"

"Create a UI scene with buttons and labels for my game's main menu"

"Get the UID for a specific script file in my Godot 4.4 project"

"Update UID references in my Godot project after upgrading to 4.4"

Implementation Details

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 single, comprehensive GDScript file (godot_operations.gd) that handles all operations.

This architecture provides several benefits:

  • No Temporary Files: Eliminates the need for temporary script files, keeping your system clean

  • Simplified Codebase: Centralizes all Godot operations in one (somewhat) organized file

  • Better Maintainability: Makes it easier to add new operations or modify existing ones

  • Improved Error Handling: Provides consistent error reporting across all operations

  • Reduced Overhead: Minimizes file I/O operations for better performance

The bundled script accepts operation type and parameters as JSON, allowing for flexible and dynamic operation execution without generating temporary files for each operation.

Troubleshooting

  • Godot Not Found: Set the GODOT_PATH environment variable to your Godot executable

  • 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

  • For Cursor Specifically:

  • 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

License

This project is licensed under the MIT License - see the LICENSE file for details.

Available Tools

14 tools
add_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_libraryB

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_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.

load_spriteC

Load a sprite into a Sprite2D node

Inputs: nodePath (required), scenePath (required), projectPath (required), texturePath (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.

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).

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

Loading tool schema changelog…

    TDQS

    B3.4/5.0

    Scored across 14 tools

    Disambiguation4/5

    Most tools target clearly distinct actions, such as launch vs run vs stop project, or get version vs project info. However, load_sprite overlaps with add_node as a specialized node-addition tool, and launch_editor vs run_project may be confused by agents unfamiliar with Godot workflows.

    Naming Consistency5/5

    All 14 tools use snake_case with a consistent verb_noun pattern (launch_editor, create_scene, get_uid, update_project_uids). There are no deviations in convention, making the set highly predictable.

    Tool Count5/5

    14 tools sits comfortably within the ideal 3–15 range. Each tool earns its place across project lifecycle, scene editing, and UID management without redundancy.

    Completeness3/5

    The surface covers launch/run/debug/stop, project discovery, scene creation, node addition, and UID management. However, it lacks scene lifecycle essentials like delete_scene or remove_node, and no node property update tool exists, which could block common editing workflows.

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