MCP server for full Godot 4.x engine control with 165 tools for AI-driven game development
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A comprehensive Model Context Protocol (MCP) server that gives AI assistants full control over the Godot game engine. 157 tools spanning networking, 3D/2D rendering, UI controls, audio effects, animation trees, file I/O, runtime code execution, property inspection, scene manipulation, signal management, physics, project creation, and more.
This project is built upon and extends godot-mcp by Solomon Elias (Coding-Solo). The original project provided the foundational architecture including the TypeScript MCP server, headless GDScript operations system, and TCP-based runtime interaction server. Thank you for making this possible with your excellent open-source work!
The original godot-mcp provided 20 tools for basic project management and scene creation. This fork extends it to 157 tools with the following major additions:
validate_script autoload resolution - Script validation now compiles the target through a SceneTree at _initialize() (after project autoloads are registered) instead of --check-only at _init(). References to autoload singletons no longer produce false Identifier not found errors, while real syntax/type errors are still caught. Verified building a full game whose scripts reference several autoloads.manage_input_map event merging - Adding a second key to an existing input action now merges it into that action's events array (with physical_keycode de-duplication) instead of writing a duplicate actionname= line, which previously left project.godot malformed and silently dropped earlier bindings.create_project with dotnet: true, create_csharp_script); the .csproj SDK version is matched to your installed Godot.validate_script, and validate_scripts for all git-changed or project-wide files).game_eval - Execute arbitrary GDScript code in the running game with return valuesawait support for async GDScript codePROCESS_MODE_ALWAYS)game_get_property / game_set_property - Read/write any property on any node by pathgame_call_method - Call any method on any node with argumentsgame_get_node_info - Full node introspection: properties, signals, methods, childrengame_instantiate_scene - Dynamically add scenes to the running gamegame_remove_node - Remove nodes at runtimegame_change_scene - Switch scenes at runtimegame_reparent_node - Move nodes between parentsgame_connect_signal - Wire up signal connections at runtimegame_disconnect_signal - Remove signal connectionsgame_emit_signal - Emit signals with argumentsgame_play_animation - Control AnimationPlayer (play, stop, pause, list)game_tween_property - Smooth property animation with configurable easinggame_pause - Pause/unpause the gamegame_performance - FPS, frame time, memory, object counts, draw callsgame_wait - Wait N frames (timing-sensitive operations)game_get_nodes_in_group - Query nodes by groupgame_find_nodes_by_class - Find all nodes of a specific classread_scene - Parse any .tscn file and get full node tree with properties as JSONmodify_scene_node - Change node properties in scene filesremove_scene_node - Remove nodes from scene filesattach_script - Attach GDScript files to nodes in scenescreate_resource - Create .tres resource files (materials, themes, etc.)read_project_settings - Parse project.godot as structured JSONmodify_project_settings - Change project settings programmaticallylist_project_files - List and filter project files by extensionread_file / write_file / delete_file - Full file system access within Godot projectscreate_directory - Create directory structures for scripts, scenes, assetsgame_get_errors - Get new push_error/push_warning messages since last callgame_get_logs - Get new print output from the running game since last callgame_key_hold / game_key_release - Hold keys down for movement testing (WASD etc.)game_scroll - Mouse scroll wheel eventsgame_mouse_drag - Drag between two points over multiple framesgame_gamepad - Gamepad button and axis input eventscreate_project - Create a new Godot project from scratch (pass dotnet: true to scaffold a .NET/C# project)create_csharp_script - Create a C# script in a Godot .NET projectmanage_autoloads - Add, remove, or list autoloadsmanage_input_map - Add, remove, or list input actions and key bindingsmanage_export_presets - Create or modify export preset configurationcreate_project with dotnet: true - Scaffold a Godot .NET project (.csproj with Godot.NET.Sdk matched to your Godot version, plus the "C#" feature flag)create_csharp_script - Generate an idiomatic C# script (partial class, correct _Ready/_Process override signatures); the class name is kept in sync with the file name so Godot can attach itget_project_info reports an isDotnet fieldvalidate_script - Check a single GDScript file for syntax and type errors headlessly, returning { valid, errors: [{ message, file, line }] }validate_scripts - Batch-validate all git-changed .gd files (or the whole project), so an agent can verify its edits before running the gamegame_get_camera / game_set_camera - Query and control 2D/3D camerasgame_raycast - Cast physics rays (auto-detects 2D vs 3D)game_get_audio - Get audio bus layout and playing streamsgame_spawn_node - Create any node type at runtime with propertiesgame_set_shader_param - Set shader parameters on materialsgame_audio_play / game_audio_bus - Full audio playback and bus controlgame_navigate_path - Query navigation paths (2D/3D)game_tilemap - Get/set TileMapLayer cellsgame_add_collision - Add collision shapes to physics bodiesgame_environment - Configure post-processing (fog, glow, SSAO, tonemap, etc.)game_manage_group - Add/remove nodes from groupsgame_create_timer - Create timer nodes programmaticallygame_set_particles - Configure GPUParticles2D/3D properties and process materialsgame_create_animation - Create animations with value/method/bezier/audio tracks and keyframesexport_project - Trigger headless project export builds (CI/CD ready)game_serialize_state - Save/load entire node tree state as JSONgame_physics_body - Configure mass, velocity, damping, friction, bouncegame_create_joint - Create physics joints (pin, spring, hinge, cone, slider)game_bone_pose - Get/set skeleton bone poses for character animationgame_ui_theme - Apply color, constant, and font size theme overridesgame_viewport - Create/configure SubViewport nodesgame_debug_draw - Draw debug geometry (lines, spheres, boxes)game_http_request - HTTP GET/POST/PUT/DELETE with headers and bodygame_websocket - WebSocket client connect/disconnect/send messagesgame_multiplayer - ENet multiplayer create server/client/disconnectgame_rpc - Call or configure RPC methods on nodesgame_script - Attach, detach, or get source of node scripts at runtimegame_window - Get/set window size, fullscreen, title, positiongame_os_info - Get platform, locale, screen, adapter, memory infogame_time_scale - Get/set Engine.time_scale and timing infogame_process_mode - Set node process mode (pausable/always/disabled)game_world_settings - Get/set gravity, physics FPS, and world settingsNo reviews yet β be the first to share how this listing worked for you.
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