A side-by-side look at the Godot and Godot MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Godot for gaming work as a local process; choose Godot MCP for gaming as a local process. You can also run both side by side in one mcpServers block.
godot_find_project, godot_list_projects, godot_get_workspace.GODOT_PATH, DEBUG.get_godot_version, launch_editor, run_project.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 55/100 · Good | 52/100 · Good |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | Not declared | Not declared |
| Pricing | Not declared | Not declared |
| Required env vars | None listed | GODOT_PATHDEBUG |
| Verified owner | Community listing | Community listing |
| GitHub stars | 2 | 0 |
| Directory activity | 1 views 0 installs 0 upvotes | 1 views 0 installs 0 upvotes |
| Tools | 40 | 28 |
| Full listing | View Godot | View Godot MCP |
godot_find_projectFind the Godot project root by searching for project.godot.godot_list_projectsList every Godot project under the MCP sandbox directory.
Use this when the MCP process cwd is not inside a project or you need to pick among several games.
Returns:
workspace root and a list of {root, name} for each project.godot foundgodot_get_workspaceReturn the sandbox directory for this server.
Every project path, write, and Asset Library download must stay under this tree unless
you change GODOT_MCP_ROOT and restart the server.
Returns:
Absolute workspace path and configuration hintsgodot_create_projectCreate a Godot project under the MCP workspace: writes project.godot and a starter .tscn (what the
Project Manager also creates on disk). When run_godot_import is true and GODOT_MCP_ALLOW_GODOT_EXEC=1,
runs the Godot editor in headless import mode (--import) so the .godot/ cache folder exists and
resources are processed—this is the engine's own initialization step; there is no separate
"create project" binary in Godot.godot_get_project_infoGet detailed information about the Godot project.godot_list_scenesList all .tscn scene files in the Godot project.godot_list_scriptsList all .gd script files in the Godot project.godot_list_resourcesList all .tres resource files in the Godot project.godot_find_assetsFind assets by extension.godot_read_sceneRead and parse a scene file.godot_read_scriptRead and parse a GDScript file.godot_create_scriptCreate a new GDScript file.get_godot_versionReturn installed Godot versionlaunch_editorOpen Godot editor for a projectrun_projectRun project in debug mode, capture outputget_debug_outputRead stdout/stderr from running projectstop_projectKill running project, return final outputlist_projectsFind Godot projects in a directoryget_project_infoMetadata, file counts, versioncreate_sceneCreate a new .tscn file via GDScriptadd_nodeAdd a node to an existing sceneload_spriteLoad texture onto Sprite2D/TextureRectexport_mesh_libraryExport .tscn as MeshLibrary .ressave_sceneSave / save-as a scene filePaste either block (or both) into your client config, e.g. claude_desktop_config.json or ~/.cursor/mcp.json. We only show a config when the install command is confirmed.
{
"mcpServers": {
"godot": {
"command": "uvx",
"args": [
"godot-mcp-server"
]
}
}
}
{
"mcpServers": {
"godot-mcp-5": {
"command": "uvx",
"args": [
"--from",
"godot-mcp-uvx",
"godot-mcp"
],
"env": {
"GODOT_PATH": "YOUR_GODOT_PATH_HERE",
"DEBUG": "YOUR_DEBUG_HERE"
}
}
}
}