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Godot MCP

Control Godot 4.x projects through 157 MCP tools for scenes, scripts, runtime debugging, input, physics, audio, and exports.

Install Godot MCP

Pick your client, then add it in one click or paste the config.

STDIONode.js
~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "godot-mcp-4": {
      "command": "npx",
      "args": [
        "-y",
        "@tugcantopaloglu/godot-mcp"
      ]
    }
  }
}

Settings → Developer → Edit Config, merge this into mcpServers, then fully quit and reopen Claude Desktop.

Automated check passed— started and listed 154 tools correctly (5d ago).

Overview

Godot MCP MCP server connects AI assistants to the Godot 4.x engine through tools for project creation, scene editing, file operations, runtime inspection, debugging, and export. It combines headless GDScript operations with TCP-based interaction with a running game, and supports GDScript plus .NET/C# project workflows. Reach for it when an agent needs to create or modify Godot projects, inspect or control a live game, validate scripts, or automate engine configuration.

Use cases

  • Create a new Godot GDScript or C# project
  • Modify scenes, resources, project settings, and input maps
  • Validate edited scripts before launching the game
  • Inspect and debug nodes in a running game
  • Export a Godot project through a headless build

Key features

  • 157 tools for Godot 4.x control
  • Headless scene, resource, file, and project operations
  • Runtime node inspection and manipulation
  • GDScript validation and arbitrary runtime evaluation
  • .NET/C# project and script creation
  • Physics, audio, input, animation, and export automation

Tools154

What Godot MCP lets your agent do. Expand a tool for its parameters.

Verified live~16.8k tokens of context

Security & health

What it can reach and how reliably it runs — from our own checks, not the maintainer’s claims.

ActiveLast checked 1d ago

Recent health check succeeded.

8/8 checks healthy over the last 41d

What it can do

From the 154 tools this server returned when we ran it.

Runs commands · 2Can delete or modify data · 14Writes files · 3Makes network requests · 2Read-only tools · 135
Network at startup3 connections
Files written at startupNone
Install scriptsprepare
npm provenanceNot published
Package age227 days
Maintainers1

Observed 2026-10-20 in an isolated sandbox. A description of reach, not a security audit.

Supply-chain signal

No high-severity advisories surfaced by our automated scan.

Critical 0High 0Medium 0Low 0

Scanned 8d ago via OSV.dev · @tugcantopaloglu/godot-mcp (npm)

Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks — not a rating.

GitHub stars498Stargazers on the source repository.
npm downloads404Package downloads in the last 30 days.
Last commit16d agoMost recent push to the default branch.
Availability100%Our rolling endpoint + install checks that succeeded.
Install checkPassedOur sandbox started it and listed its tools.
Tools exposed154Callable tools this server registers over MCP.
Directory activity8 viewsConfig copies, upvotes, and views on AllMCPs.

How Godot MCP works

What Godot MCP does

Godot MCP MCP server exposes 157 tools for working with Godot 4.x projects and running games. Its coverage includes project scaffolding, scene and resource files, scripts, project settings, input actions, autoloads, export presets, runtime nodes, signals, animation, physics, audio, cameras, navigation, UI, particles, and debugging data.

The server supports both ordinary GDScript projects and .NET projects. A project can be created with C# support, and the server can generate C# scripts with Godot-compatible class and method structure. Script diagnostics can check one file or validate changed files and, when requested, the whole project.

How it works

Godot MCP MCP server uses headless operations for tasks that do not require a running game. These include parsing and editing .tscn scene files, creating .tres resources, reading or changing project.godot, and managing project files. Runtime operations communicate with the active game through the project’s runtime interaction system.

During a running session, an agent can inspect node properties, methods, signals, children, and groups; call methods; change scenes; add or remove nodes; reparent nodes; connect or emit signals; and execute GDScript with return values and asynchronous await support. Runtime tools also expose performance information, logs, errors, camera state, physics queries, audio state, and game input events.

Setup and configuration

The material identifies Godot 4.4 or later as a requirement and reports testing with Godot 4.7. The server is implemented in TypeScript and includes a headless GDScript operations system plus a TCP-based runtime interaction server.

Projects can be created from scratch through create_project. Passing dotnet: true creates a .NET project, including a matching Godot.NET.Sdk version and the C# feature flag. The get_project_info tool reports whether a project is a .NET project.

Tools and capabilities

Representative tool groups include:

  • Create, read, modify, and delete project files and directories.
  • Parse, edit, and remove scene nodes, attach scripts, and create resources.
  • Read or update project settings, autoloads, input maps, and export presets.
  • Validate GDScript syntax and type information before running a project.
  • Inspect and manipulate live nodes, properties, methods, scenes, signals, groups, and animations.
  • Send keyboard, mouse, scroll, drag, and gamepad input for testing.
  • Configure physics bodies, joints, collisions, cameras, navigation, tilemaps, shaders, audio, particles, environments, viewports, and debug geometry.
  • Export projects headlessly and serialize node-tree state as JSON.

Limitations and notes

Godot MCP MCP server targets Godot 4.x and specifically requires Godot 4.4 or newer according to the project notes. Runtime controls depend on a running game, while headless scene and project operations do not. The server can execute arbitrary GDScript through game_eval, so deployments should account for the access and modification scope granted to the connected assistant.

Reviews

No reviews yet — be the first to share how it worked for you.

Frequently Asked Questions about Godot MCP

Godot MCP is an MCP server that connects AI assistants to the Godot 4.x game engine. Its main tools create and edit projects, scenes, scripts, resources, and settings, while runtime tools inspect and control nodes, signals, input, physics, audio, animation, logs, and game execution.

It does state that the server is TypeScript-based, uses headless GDScript operations and TCP runtime interaction, and requires Godot 4.4 or later.

Godot 4.4 or later is required. The project notes say it was tested with Godot 4.7, so it is intended for Godot 4.x projects rather than earlier engine versions.

Yes, it supports .NET/C# project workflows. Use `create_project` with `dotnet: true` to scaffold a .NET project, and use `create_csharp_script` to generate a C# script with Godot-compatible structure.

It identifies the project as an MCP server but does not provide a Cursor configuration example.

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